On Sun, 9 Nov 1997, Jonathan Paul Branam wrote: ->I would just like to comment that Diablo for Win95 uses UDP (as I ->understand it) and it must transfer large amounts of info pretty reliably. ->For those that don't know, Diablo is a top down adventure (kind of ->pseudo-RPG) game that has great graphics (640x480x256colors) and can be ->played on the internet. Granted you can only play with 4 people at a time, ->but I think that it is a good example of UDP working for something similar ->to a MUD. That's not really a good example, because the graphics, etc. are all handled by the client. The server just handles synchronizing the data. The server just keeps tabs on the clients, and makes sure they are all seeing the proper data. If it is designed efficiently, then the server would be sending out surprisingly little data. In the case of the MUD, however, the server is doing all the work, not just synchronizing the work of the clients. Complete data has to be sent over the network (e.g., room descriptions), instead of just simple codes that the client can use to keep data in synch. This isn't much of an argument against UDP, as it is against saying Diablo is a good example of UDP working in the case of a MUD. I don't know for certain how Diablo does things, of course, but if the developers had half a brain, there'd be no reason to refuce 'net traffick via the above presented solution. In the case of a MUD, this won't work, because we can't expect people to download up-to-date data and binaries for the MUD everytime we change a feature or an area. So, it's something like comparing apples and oranges. daniel koepke / dkoepke@california.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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