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Archived from groups: alt.games.half-life.counterstrike (More info?)
which provides faster connection for LAN games? IPX or TCT/IP?
which provides faster connection for LAN games? IPX or TCT/IP?
Archived from groups: alt.games.half-life.counterstrike (More info?)
Leythos wrote:
> In article <c533v4$lcs$1@spacebar.ucc.usyd.edu.au>, nospam@nospam.org
> says...
>
>>which provides faster connection for LAN games? IPX or TCT/IP?
>
>
> IPX is faster than TCP/IP, but you can't do IPX over the internet in
> multi-player games (in general).
IPX is a kludge, actually.
Back in the early 90's, there was a computer game Bolo for Macintosh.
Now, the game was good, but the real reason it was created was for
a doctoral thesis on networking. The creater invented the single
most efficient method of multiplayer serverless online gaming.
No servers, each client runs the program and the networking verifies
the data that is transmitted. Since everyone else's machine is
acting as a check, cheating is virtually impossible without
hardcore programming/decompiling the code.
Each machine only needs enough bandwidth to connect to 2-3
other machines, no matter if there are 5 or 50 players.
Really slick technology.
To date, nothing else comes close to this method, but - he cannot
release the technology, sell it, or even talk about it.
See - he went to work for Apple Computer, where he still works.
Due to their intellectual "big-brother" property rules, anything
the talks about, develops, or so much as LOOKS at on his own time
even in part becomes wholly Apple's property(Disney does the same
thing, btw).
**Note - Disney, Apple, Microsoft, and several other companies
all do this. The idea that what you do as a hobby on your free
time at home is somehow "owned" by your employer is ubsurd, yet
that's the state of affiars here in the U.S.**
So, in order to retain the rights to the networking patents,
he cannot answer emails, talk about it, sell it, or even look
at a single line of code. It sits and rots until he finally
leaves Apple. Sad, really.
Still, the quality that we have now with high-speed internet
is more than sufficient to allow decent online gaming, even
if it is client-server based. Of course, modem players are hosed.
The 24-32 player limit in most games, though, is a bit frustrating.
Currently there is no way to run a (central)serverless MMORPG and
with data requirements creeping ever-further upwards, we'll hit
10-20K per second requirements per machine in the next 4-5 years.
Hopefully he comes out of his cave and rejoins the rest of us.
We really need his code to keep from hitting that wall.