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Subject: | Re: FLASH: Multiplayer / multiuser appz in flash (OT: performance |
From: | Webmaster |
Date: | Tue, 18 Jul 2000 11:03:28 +0100 |
compared with shockwave)
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Hi Terry,
I must agree with Jon, that's a great work! Wrapping Flash in Shockwave is
also seems to be a nice solution (I use Dir, but just didn't thought to do
this.).
> One might even argue that there are more multiuser capable Shockwave users
> than Flash users when you net out the Flash enhanced browser installs
which
> won't support Flash<->js communication.
I beleive you - that's why I will use PHP / some kind of SQL. I don't know
that will it be faster than Shockwave, but that's proven, that PHP *is*
faster then CGI / ASP. (Maybe MS has other tests.... ;)
But using PHP is just an other method for providing multiuser with Flash,
what you've already did.
Shockwaveless + fast multiuser appz: that's just my Holy Grail. But I'll
keep on find it.
Bottomline: please post any news with your Shockwave wrapped multiuser!
Thanks,
Aaron
----Eredeti �zenet----
Felad�: Terry R. Schussler <terrytrevimedia [dot] com>
C�mzett: flasherchinwag [dot] com <flasherchinwag [dot] com>
D�tum: 2000. j�lius 18. 4:46
T�rgy: Re: FLASH: Multiplayer / multiuser appz in flash (OT: performance
compared with shockwave)
>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
>
>--
>
>...---===| Terry R. Schussler |===---...
>...---===| DIA Chief Investigator |===---...
>
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