[MUD-Dev] Creating a MUD - Overview of design

Amanda Walker amanda at alfar.com
Wed Jan 30 12:28:25 CET 2002


On 1/29/02 8:23 AM, Edward Glowacki <glowack2 at msu.edu> wrote:

> In regards to raw performance, yes, UDP is a little better because
> you don't have to acknowledge every packet, you can just send as
> fast as the network can handle.  For real-time applications where
> some loss is acceptable (say streaming video, where you need lots
> of bandwidth but if you drop a frame or two it's really not going
> to make all that much difference), UDP would possibly be the
> better choice.  In short, stick with TCP.

At the risk of resurrecting past dead horses...

Each approach has its good and bad aspects.  For a game with no
real-time requirements (such as a traditional text MUD), sure--using
TCP simplifies a lot of things.

For a real-time game (such as graphical MUDs, MMORPGs, etc.), UDP
can be a better choice.  The graphics subsystem of a game like
Everquest, AC, AO, etc. is basically very highly compressed
streaming video.

Figure out what your game does and doesn't need, *then* start
designing a network protocol.

Amanda Walker

_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list