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Alex Rivera
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Are there any examples of using the Flash 10 beta RTMFP UDP based protocol to build real-time Flash games. The RTMFP examples so far seem to focus on P2P networking between flash clients does anyone know of any examples of traditional client/server UDP based communication over RTMFP. Does anyone know the ability of RTMFP to do NAT firewall punch-through to allow clients to "host" real-time games. Imagine being able to over the web through flash client perform XBox live-like matchmaking and allow a client to host a Flash based realtime "Call of duty"-like game server through a web browser. It sounds like Adobe's beta Stratus project provides a "rendevous" service for P2P real-time communication. I believe that is implementing NAT navigation to work around firewalls by coordinating a P2P "rendevous" with a central server. Also Adobe Labs has another product called Live Cycle Collaboration Service : Try RTMFP and ClientToClient: There are a couple of very interesting problems in using RTMFP. First of all, being UDP-based means that a lot of firewalls just don't allow it. It's pretty common to attempt the connection and fail. Cocomo works around this by attempting a couple of connections at the same time, with a couple of protocols. Whichever succeeds wins the prize of being your session's connection. LCCS sounds like a "fuller" solution for offering P2P gaming, as well as standard client/server UDP
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