On Tue, Jun 1, 2010 at 11:34 PM, Erik Möller <span dir="ltr"><<a href="mailto:emoller@opera.com">emoller@opera.com</a>></span> wrote:<br><div class="gmail_quote"><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
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No it can't be UDP, it'll have to be something layered on top of UDP. One of the game guys I spoke to last night said "Honestly, I wish we just had real sockets. It always seems like web coding comes down to reinventing a very old wheel in a far less convenient or efficient manner." To </blockquote>
<div><br>To be clear, for games, the key win is the lossy delivery. That is what enables the game to make intelligent decisions about dealing with packet loss, out of order delivery, etc.<br><br>There's actually someone who has already deployed a wide-scale UDP p2p negotiated connection architecture. Adobe launched their Stratus technology in 2008: <a href="http://labs.adobe.com/technologies/stratus/">http://labs.adobe.com/technologies/stratus/</a><br>
</div></div><br>The downside is they do not expose lossy message delivery to Player content, it's only used for audio/video delivery.<br><br>However something like this that did expose lossy message delivery would be very handy! A lot of interesting applications could be built mostly independently of server, saving a lot of scalability pain.<br>
<br>Ben<br>