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  SCTP and multiplayer gaming  (Read 1425 times)
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Offline Aaron_Anderson

Senior Newbie




perception is reality


« Posted 2006-07-21 23:36:27 »

I came accross this article a few months ago (I think it was from slashdot) on SCTP.
 
http://www-128.ibm.com/developerworks/linux/library/l-sctp/index.html

It got me to thinking how this could be usefull for multiplayer gaming. Consider a single SCTP connection with mutiple streams. Each object in a virtual universe would be assigned to a single stream. Updates for the object would be sent back and forth between the client and server on it's respective stream.  This would seem to be an efficient and reliable way to exchange state information for multiple entities in a virtual world.

Unfortunately, Windows does not come with a SCTP implementation and there is no Java binding.

What do you think?
Offline sunsett

Senior Member




ribbit!


« Reply #1 - Posted 2006-07-22 03:05:38 »

I know it's shameless self-promotion, but JGN 2.0 offers all of these features and more. Shocked

In JGN you can simply create a MessageServer, establish a client connection, and then invoke messageClient.getOutputStream(myShortId) / messageClient.getInputStream(myShortId) where myShortId represents a unique short for that specific stream.  It offers guaranteed delivery, ordered delivery, and provides support for both UDP and TCP.

While I'm tooting my own horn, I'll add that I recently added RemoteObjects as well, but you can see the following link for information about that:
http://www.captiveimagination.com/forum/topics/about-multiple-buffers-when-using-bufferstrategy/92/view.html
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