That's probably a very good thing for me to check, or
at the very least a good thing to keep in mind when
other people come to me asking why my game doesn't
work later on.
I've actually managed to get UDP traffic through NAT
now, with no port forwarding, tricks, or hacks on the
client side. The do
to be fully open
>> for TCP/UDP traffic would be HTTPS on 443.
>>
>> Hope this helps some...
>>
>> --
>> Jim Palmer ! Mammoth Web Operations
>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>>
>> [mailto:[E
e-
> > From: [EMAIL PROTECTED]
> >
> [mailto:[EMAIL PROTECTED]
> Behalf Of Joshua
> > Sera
> > Sent: Monday, July 16, 2007 10:10 AM
> > To: flashcoders@chattyfig.figleaf.com
> > Subject: Re: [Flashcoders] Standalone projectors
> and UDP
> >
>
o:[EMAIL PROTECTED] Behalf Of Joshua
> Sera
> Sent: Monday, July 16, 2007 10:10 AM
> To: flashcoders@chattyfig.figleaf.com
> Subject: Re: [Flashcoders] Standalone projectors and UDP
>
>
> I'm curious to see what kind of luck you guys have
> with this. It'd be reall
I'm curious to see what kind of luck you guys have
with this. It'd be really cool if you could email me
when you guys test from behind a firewall, just to
tell me whether it was successful or not.
Anyway, I actually started out using TCP/IP for this,
but found (just like many game programmers befo
all tests were local, we actually hadn't tried it with an external server /
firewall situation
On 7/15/07, Joshua Sera <[EMAIL PROTECTED]> wrote:
Did you have problems getting the UDP packets through
firewalls? That's what I'm getting stuck on now.
--- John Grden <[EMAIL PROTECTED]> wrote:
>
The reason you're seeing issues with UDP and your router is that UDP
doesn't open a connection to talk to another computer. UDP is
connection-less. The datagram is broadcast. You have no way of knowing if
the message(s) get to their destination unless you setup handshaking at a
higher level (i.
Did you have problems getting the UDP packets through
firewalls? That's what I'm getting stuck on now.
--- John Grden <[EMAIL PROTECTED]> wrote:
> We did use ScreenweaverHX with UDP with Red5 for a
> multiplayer game
> (paperworld3d) and the intial tests worked well
> (speed-wize)
>
> On 7/15/0
We did use ScreenweaverHX with UDP with Red5 for a multiplayer game
(paperworld3d) and the intial tests worked well (speed-wize)
On 7/15/07, Joshua Sera <[EMAIL PROTECTED]> wrote:
Hi, I'm developing a multi-player game in Flash as a
personal project, and I'm curious if anyone else knows
of any
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