i've said "as an option" oh and yeah, its ok to multicast to those only who support it and unicast to the rest, isn't it? plus a bit of control over it for server admins and we hit the jackpot in the near future.
2005/7/17, e-Plutonia <[EMAIL PROTECTED]>: > IPv6 in US, yes at least 1/2 a decade, in europe, they may have parts > set with IPv6, in which case, implementing this in the near future > would not be such a dumb idea. And also considering that right now > IPv6 > IPv4 & vice versa translations are possible. Just not multicast > traffic yet. > > On 7/17/05, Steve Dalberg <[EMAIL PROTECTED]> wrote: > > Ok, it appears that you have heard about multicast, but haven't actually > > tried to use it... First thing, the application (server and client) > > would have to support it... Second, this would only work on a LAN or > > enterprise environment, as internet carriers do not share multicast > > routing info. And if it were a LAN, why bother, since bandwidth is not > > an issue... Lastly, and I'm not sure on this, but I don't believe that > > all updates from a server to client are identical, but I'm not sure... > > Could be, in which case if everything above was obviated, then it would > > work. > > > > IPv6 does address this, as Multicast addresses will be a subset of IPv6 > > larger networks, but it is still unclear of carriers will support actual > > multicasting. Still about a decade off anyways (except for those in > > Asia maybe) > > > > krio the d34d1 wrote: > > > > >why not to use multicast, probably as an option, for server -> clients > > >packet flow? > > >lets see. > > >let "a" be the ammount of bytes to be send to specify a full one > > >player state at a frame(coords or whatever) > > >let "n" be the number of players. > > > > > >current way, if i get it right: > > >clients -> server: a*n > > >server -> clients: a*n*n (should be a*n*(n-1) but world isnt perfect) > > >sum: a*(n+n*n) > > >example 32 players: a*1056 > > > > > >multicast way: > > >clients -> server: a*n > > >server -> clients: a*n > > >sum: 2*a*n > > >example 32 players: a*64 > > > > > > > > >that would erm cut like 93.9% of bandwidth used on a 32 slot server? > > > > > >_______________________________________________ > > >To unsubscribe, edit your list preferences, or view the list archives, > > >please visit: > > >http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > -- > DJ Fadyeyev > Founder > e-Plutonia > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux