Raw data protocols

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juancarlos
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Raw data protocols

Postby juancarlos » 12 Mar 2009, 09:38

You says in the Docs:
Raw data protocols for better data compression in real time games (SFS PRO)
allows to send raw string-based data enabling the developer to format the server messages the way he wants.
Realtime games network performance can be dramatically improved using this technique


But, why do you recommend it only for real time games?
Is there any disadvantage to not to recommend for turn-based games?
I mean: Why don't you recommend it for any application?
It seems that avoiding wasting bandwith is always good.
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cemuzunlar
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Postby cemuzunlar » 12 Mar 2009, 13:33

You can use raw data protocols in any project but you better not to unless required because it is harder to use raw data protocols than simply sending AS objects.
Realtime games send/receive many messages in just one second. So it makes sense to take the hard way and optimize for the smaller data size.
Cem Uzunlar
Infosfer Game and Visualization Technologies
http://www.infosfer.com
contact@infosfer.com
juancarlos
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Joined: 21 Dec 2007, 17:19
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Postby juancarlos » 16 Mar 2009, 07:22

Ok, so, if I have understood well, raw data protocol is always faster, but it's harder to programme, right?
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cemuzunlar
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Postby cemuzunlar » 16 Mar 2009, 08:15

Yes, they are faster and bandwidth efficient.
Cem Uzunlar

Infosfer Game and Visualization Technologies

http://www.infosfer.com

contact@infosfer.com

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