Robert Brockway wrote:
> On Tue, 20 Apr 2010, Edward Ned Harvey wrote:
> 
>> I imagine a world where MLB generates a data stream of the Red Sox in the
>> World Series.  They send one data stream, and it multicasts to all the
>> millions of people watching.  The stream is kept as consolidated as possible
> 
> Actually this sort of thing was done long ago.  As far back as 1992-4 I 
> saw concerts & shuttle launches over multicast.

> 
Actually, a little farther back than that.

IPv5 (yes, 5) AKA Streams-II (RFC 1819) was used around 1990 (and even earlier 
in SIMNET) in the Defense Simulation
Internet (DSI).  IPv5 and its main users "just assumed" multicast for 
everything.

DIS's primary "backbone" was a set of satellite channels and was "inherently 
multicast".  You sent your data to the sat
on your assigned "channel" and all the ground stations received all the 
channels.  There was a bunch of transport layer
magic that I was never exposed to, but the final result was an ethernet feed 
that had all the packets from all the other
sites comin' at ya.

This was used for training simulators (F16, A10, F14, tank, helo, and "others") 
that were connected to the DSI.  You
could have exercises that combined people sitting in all these trainers, all 
over the world.  You could, for instance,
have the A10 drivers on the West coast and tankers in Kentucky, with helo 
drivers in St Louis, all in the same exercise,
either against each other, or working together against another force.

These protocols became the Distributed Interactive Simulation protocols, and 
eventually ended up as the basis for online
games.  The Wikipedia articles for DIS and SIMNET are pretty accurate, allowing 
for time and distance.

These protocols are the basis for the online game protocols used by both 
Playstation and XBox.

That's why we went from IPv4 to IPv6, IPv5 was already taken and used.

--tep

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