[sldev] Re: RE: re: rE: Fwd: Lurk
Dave Parks
davep at lindenlab.com
Mon Mar 19 14:06:07 PDT 2007
The only thing I can think of off the top of my head that should be UDP
is object position/rotation. Everything else gets sent once and has to
be reliable, so TCP is the way to go.
And, no, the viewer isn't receiving all the data all the time. By
chance, are you in near proximity to a cat?
Skal Tura wrote:
> "The fix is to change most of the updates to TCP from UDP"
>
> I would think that anything which need to be even approximately real
> time needs to be updated via UDP, for simple reasons.
> TCP has it's downside, from it's strength.
> I think i've lost the point into the noise (tried looking for past
> mailings), so what's the idea, to fix what exactly and why?
> As a past multiplayer FPS addict i get schills when somebody talks
> about TCP for something realtime for both ways, lol.
>
>
> I get the feeling that viewer tries to time things right, and not just
> try the "bruteforce" way?
> "Oh, hasn't finished loading, scrap this, move along until data comes"
> What am i missing here? I would think that just draw everything for
> which there is all (most) data already, try to guess part and let the
> data come whenever it suits for network.
>
> And yes, i am avoiding of setting up my development environment, i
> would then spend 2 weeks with little sleep and guess i would end up
> rewriting large sections, gotta get food on the table rather :)
>
> Oh yeah, when you don't look at any of the consoles, is this data
> still gathered? It's awfull lot of data, and if there's a sane method
> NOT to collect it constantly, it might give a few percentages, perhaps.
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> Click here to unsubscribe or manage your list subscription:
> /index.html
>
More information about the SLDev
mailing list