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You'll probably like another interesting article about a similar problem, the network code of X-Wing vs. TIE-Fighter and how they handled extremely high latency and packet drop rates: http://www.gamasutra.com/view/feature/3374/the_internet_suck...


I did. Thanks!

Their arguments suggest UDP with no acknowledgements. If they had needed to send more data they might have needed slightly more sophisticated error correcting codes than repetition codes. Doing that and keeping the latency low could be a challenge however.


You might like RakNet: http://www.jenkinssoftware.com/

Whenever I think "I should roll my own semi-reliable protocol..." I look there first.




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