XMPP suitability for fast moving games

44 views
Skip to first unread message

timwhitlock

unread,
Oct 6, 2009, 5:32:22 AM10/6/09
to Hemlock
This is really a general question about XMPP and not exactly about
Hemlock, but I'd appreciate your views.

Is XMPP fast and light enough for fast moving games? Think multi-
player shooters where character positions are updated [very close] to
realtime.

We've been looking at SmartFox for a back end and. (It doesn't
*appear* to be XMPP).
How does XMPP compare in your experience?

I'm aware that XMPP was designed for chat, and not for running around
3D landscapes with guns. According to Wikipedia it suffers from a fair
bit of redundancy.

Anyhow.. your views appreciated.

Yi Tan

unread,
Oct 6, 2009, 6:00:50 AM10/6/09
to hem...@googlegroups.com
My personal view is XMPP is not the best choice for FPS game. You may need to looking into Binary socket protocols.

Also, multi-play FPS games need UDP connection. Flash's RTMFP protocol is a UDP protocol, but sadly I found string data has a low priority then voice data. And RTMFP seems to have built-in reliability checking for string data package, which can not be bypassed by ActionScript API and makes this protocol less efficient.

Regarding to game server, I would recommend Sun's Project Darkstar then SmartFox. SmartFox to me is more like a gateway

Regards,

ty

timwhitlock

unread,
Oct 6, 2009, 6:15:32 AM10/6/09
to Hemlock
Thanks for the Darkstar tip. I'll take a look.
Reply all
Reply to author
Forward
0 new messages