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Re: [Kde-games-devel] To use kgame or not to use kgame: msg#00123kde-games-devel
Am Freitag, 17. Juli 2009 10:33:19 schrieb Casper van Donderen: > This brings me to another question: can GGZ easily handle realtime games? It depends on your definition of real-time constraints, but you'll likely need a real-time aware OS on the server (or a dedicated server with the guarantee of interference-free operation) plus a real-time aware network connection. Getting a dedicated server + hosting for kdegames is not very likely - I've tried getting one for years and sponsoring opportunities seem to be rare these days. I'd be glad if anybody proves me wrong. We haven't seen a single UDP-based game yet. All games are based on TCP. Some GGZ-UDP code is in the playground, but interest so far has been low as all game developers were happy with TCP or roll their own client-to-client UDP connections based on (privacy-protectable) GGZ player location information in addition to the main connection. There are some newer layer-4 protocols supported by modern OSes in between UDP and TCP regarding their properties, like DCCP in Linux 2.6.14+, but I've never seen them in used in free games. If using TCP is an option, GGZ provides nice tools to toggle between human- readable protocols for debugging and binary-optimised protocols for production use, among other features. > Because then we could integrate it into Gluon as well. Of course :) Josef _______________________________________________ kde-games-devel mailing list kde-games-devel@xxxxxxx https://mail.kde.org/mailman/listinfo/kde-games-devel
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