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<DIV><FONT face=Arial size=2>Hi Lee and the rest of the list,</FONT></DIV>
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<DIV><FONT face=Arial size=2>I am trying to come up with the best way of
handling packets for my small shooter game that I'm going to make. However, I
think these concerns would apply to any kind of action game.... Basically it is
this. In a perfect senario I would like every single packet to come through
quickly, in the order that it was sent. Now of course, this is not possible
except maybe on a private network. So I reason like this... Since reliable
packets in different channels can be sent independently of each other, wouldn't
it be a good idea to have a large number of channels and let the majority of
them be used for transmitting reliable packets for different things? One channel
for movement, another for shooting, a third for... You get the idea. That way
I'll be sure that all packets will in fact be delivered, but if a packet in the
shooting channel gets delayed then this still won't affect the performance of
the shooting. Then of course I can have one or two channels for unreliable
packets that are of low importance.</FONT></DIV>
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<DIV><FONT face=Arial size=2>What do you say about this idea, having many
channels of reliable packets rather than fewer channels with unreliable
ones?</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Regards</FONT></DIV>
<DIV><FONT face=Arial size=2>Philip Bennefall</FONT></DIV></BODY></HTML>