[casual_games] standard practices in multiplayer gaming?

Bernard François bernardfrancois at gmail.com
Thu Sep 13 04:40:34 EDT 2007


On 8/28/07, James Terry <JTerry at yatecgames.com> wrote:

> Another thing to look for with setting up a multiplayer architecture is that packets are going to be lost or received out of order, very much like streaming video or sound. Your game needs to handle those elegantly (predictive algorithms on the client end)


Note this is only the case when using the UDP protocol.

TCP ensures all packets will be received, and in the same order as in
which they were sent (this makes TCP slower than UDP, but this is
probably not an issue for most casual games).

If you do want to use UDP, you indeed have to handle lost packets or
packets received in a different order. The RTP protocol might help to
implement a system to handle this (it wraps your UDP packets, adding
information like a timestamp and sequence number).

Bernard


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