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Subject: | Re: FLASH: Multiplayer / multiuser appz in flash (OT: performancecompared with shockwave) |
From: | Jon Williams |
Date: | Tue, 18 Jul 2000 15:10:37 +0100 |
drat. ns crashed and took my reply with it.
briefly: I get about the same data-rate, but I've
never tested with *close* to that many clients.
I'm pretty sure my bottleneck is the server tho'
(it's java) as the client seems to scream over the LAN.
Maybe I'll get around to doing a UDP implementation.
Wouldn't want to connect to a DB that way, but it'd
be great for "twitch". I imagine that's what RTime is doing.
Thanks for all the great info terry.
btw, i think I gotcha beat on price. *wink*
$200 for flash and everything else is free.
-jon
"Terry R. Schussler" wrote:
> At 9:44 PM -0400 7/17/00, Jon Williams wrote:
> >now that, ladies and gentlemen, is a man who's done
> >his homework. And he technologically dissed two solid
> >weeks of my work *sigh*
>
> Don't get me wrong - I read through your site (skimmed actually) and
> thought you're technique was quite cool! I just want to differentiate
> between hacking your way to a solution and utilizing the tools available.
>
> >
> >hats off. he's probably right.
> >
> >Terry, can you furnish some hard statistics?
> >Like, let's say I have four users, each with an x/y value
> >that the other three players need to share, as often as possible.
> >Can you get me real-world data on how many "data-frames"
> >you can get using this technique end-to-end? i.e. how many
> >full updates for each player from flash, to flash per
> >(let's say) minute? and no on-the-LAN stuff either...
> >all the way across the net *grin*
>
> This is really hard to do because there are so many latency factors. I
> just testing sending messages from my connection in Minneapolis (I'm
> travelling) to my server in San Francisco and the average *round-trip* for
> a message is in the 400ms range. The amount of data I send or the
> frequency has minimal impact - perhaps increasing the roundtrip time to
> 700ms. Making the initial connection to the server and logging in took
> about 2 seconds.
>
> We've testing using 50-200 connections but I know that other have used more.
>
> >btw, there is a non-peer-to-peer multi-user shockwave implementation.
> >i.e. one WITH a server? got thruput data on that too? pretty please?
>
> Note that in my previous email I was talking about peer-peer *on the same
> machine* - which is nearly instantaneous and certain damn faster than using
> js. The data above is based on using a server. A more normal peer-to-peer
> connection would probably be as fast or a little faster than using a server
> depending on the number of "peers" and the load on the peer host.
>
> The multiuser features of Shockwave are certainly fast enough for any chat
> experiences, but I wouldn't rely on that for "twitch" games. You might
> look into the RTIME Xtra (plugin for Shockwave/DIrector) by visiting
> http://www.rtimeinc.com/ if you need more rapid messaging for games.
>
> Again, the point here is that Shockwave using embedded Flash media seems to
> be a really powerful solution for multiuser experiences.
>
> Regards,
>
> Terry
>
> --
>
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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July 24-26, 2000, NEW YORK CITY, Hammerstein Ballroom
www.flashforward2000.com
Produced by United Digital Artists and lynda.com
Sponsored by Macromedia, Adobe Systems, Fusion, Inc, AtomFilms,
shockwave.com and Electric Rain.
1.877.4.FLASH.4 or (1.805.640.6679 outside the US and Canada)
Register before June 30 and save $200!!-- www.flashforward2000.com
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To unsubscribe or change your list settings go to
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Replies
FLASH: Multiplayer / multiuser appz in f, Webmaster
Re: FLASH: Multiplayer / multiuser appz , Terry R. Schussler
Re: FLASH: Multiplayer / multiuser appz , Jon Williams
Re: FLASH: Multiplayer / multiuser appz , Terry R. Schussler
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