In previous courses, we have built and studied a massively multiplayer online text adventure game called JakeMUD. As a lightweight multiplayers game, JakeMUD shares the characteristic of allowing multiple players to connect to the service, and provide a game experience wherein players type and send commands which allow their player character to interact with the game environment. Both user input and the game's responses are presented in a textual format describing the action, or the action's results. JakeMUD applies a structured, centralized game server connected on an overlay network via calling port number. JakeMUD mainly uses TCP as its transport protocol which is different from main stream MUD games since JakeMUD doesn't emphasize on real-time in-game consistency. However, since JakeMUD has a rather simple design, some of the simulation results can be conducted from it.
We will also look into two iconic 3D MMORPG representing the Internet evolution from 2000-2005 and 2013-current time. From these empirical examples and results, along with several influential scholar paper, we are going to investgate how we choose between TCP and UDP corresponding various purposes in MMORPG.
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