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Thread: Re: Smart Fox Server vs Flash Media Server




Re: Smart Fox Server vs Flash Media Server
user name
2007-02-01 02:26:38
I'm not sure you guys understand.

The SmartFoxServer tutorial says:
"Another important things is that all parameters are
treated as strings, so 
you may need to cast them back to numbers"

Let's say a user with ID 65535 is connecting to the server
and this needs to 
be broadcasted to the users of a chat room.

If you are converting 65535 to a string, this is the sent
binary:
0011011000110101001101010011001100110101

And if it were NOT converted to a string ,  this is the sent
binary
1111111111111111

This is only an example of using one number. From simply
sending 65535 you 
can see the message is twice as big. Consider sending a
whole slew of 
numbers to represent a map.

Elia



----- Original Message ----- 
From: "Chris Evans" <chris.evans1cox.net>
To: "Director - Shockwave - and Flash Game
Production" 
<dirgames-lnuttybar.drama.uga.edu>
Sent: Thursday, February 01, 2007 7:29 AM
Subject: Re: [dirGames-L] Smart Fox Server vs Flash Media
Server


>> If their protocol supported full byte control I
would be on the wagon.
>>
>> Elia
>>
>
> I think it does. I just read this in the docs:
>
> ---------------
> » Raw protocols vs XML
>
> One of the most important features of SmartFoxServer
Extensions is the 
> possibility to use a raw string-based protocol for
messages instead of the 
> standard XML format used by default.
> This feature allows client and server to send very
small messages, saving 
> a lot of bandwidth which is ideal for real time
action-based games. Also 
> you can mix the two formats transparently.
> In other words you can send some requests using the
default protocol and 
> some others using the raw format. For example in a
multiplayer car game 
> you can send all the non time-critical messages using
plain XML and use 
> the raw format for quickly updating the car positions,
collisions etc...
>
> You will find detailed informations about this feature
in the 
> SmartFoxServer PRO tutorials section.
> -----------
>
> - Chris
> _______________________________________________
> dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l 

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Migration to Nebulae
user name
2007-02-01 02:54:09
I'm still convinced, for the time being, that Nebulae is the
best solution 
in regards to pricing and slim messanging.

Regarding the eye-candy that other srevers have, they can be
customly built 
using Nebulae.

I also see that there are a lot of considerations in moving
from SMUS to 
supported and more extendable systems.

I am therefore considering to share parts of my code library
(lingo and 
java), as well as write some articles to aid those looking
to move to 
Nebulae.

My experience comes from the Tildruin project as well as
multiuser solutions 
that I have built for clients.

What I wonder is:

1) Is there an interest for this?
2) What code samples and articles would you be interested
in?

Elia 

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