Is rmi a good idea in game development?

hi!
How about it’s performance? ???

I believe this was discussed explicitly in this forum before. I recommend you use the search button at the top of the page.

But to save you wrestling with the search feature, in brief:
RMI is a “slow” protocol by virtue of being very easy to use and generic; it doesn’t scale too well and relies on traditional threading models and TCP/IP; it’s best suited to control/command protocols rather than realtime updating for games.

Cas :slight_smile:

Thanks for both informations!
Now I decide to use datagram directly! ;D

A few potentially bad thinsg abotu RMI:

(1) It is syncrhonous. It blocks until the fioreign method is done and a resposne receieved. This can make thesender wait an idefinite amopunt of time and, even if the receievre responds right away, yo ustill have at least the latency of the whoel round trip.

(2) RMI uses serialization., In of itself this is not a bad thing, but serialization is a “power tool”. Its very easy to hurt yourself with it if you dont really knwo what youa re doing.

It’s great to use for things that don’t need too much real time performance. Like a high-score server. Very easy.

Here’s some other things it’s brilliant for:

[] Registrations
[
] Lobby servers
[] Chat servers
[
] Stats servers
[] Upgrade checks
[
] Server admin

Cas :slight_smile: