... Oh come on. Top down doesn't work in multiplayer.
#11
Probably not, since I don't know how and TCP works well.
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#12
I'm not sure how well TCP will scale as games become bigger/more complex/more demanding. I guess we'll cross the bridge when we get there.
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#13
Noob, what is with you and UDP?
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#14
(05-08-2012, 12:59 AM)Dignity Wrote: Noob, what is with you and UDP?

UDP is much faster than TCP.
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#15
(05-08-2012, 01:01 AM)Paradox Wrote:
(05-08-2012, 12:59 AM)Dignity Wrote: Noob, what is with you and UDP?

UDP is much faster than TCP.

But less reliable.
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#16
The increased speed and reduced overhead of UDP overpowers its minimal unreliability. It's what games should use for packets sent very frequently. TCP is streaming and is designed for streaming data and media, not really games.
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#17
I still have no idea what your talking about.

All I know is what the protocols do.
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#18
From what I can gather,

UDP data sent: 10101 01011 10100 10101 X01X0 10011 10101

TCP data sent: 10110100101001010100101010101010101011101110100
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#19
(05-08-2012, 01:19 AM)Qwertygiy Wrote: From what I can gather,

UDP data sent: 10101 01011 10100 10101 X01X0 10011 10101

TCP data sent: 10110100101001010100101010101010101011101110100

Ah, but there's a common misunderstanding! UDP packets are guaranteed to arrive completely as a whole or not arrive at all. So what can happen is either a packet gets lost or arrives in the wrong order, but that isn't very common in most networks nowadays.
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#20
So more like

UDP data sent: 10101 01011 10100 10101 XXXXX 10011 10101

TCP data sent: 10110100101001010100101010101010101011101110100


With the XXXXX'd one only happening rarely.
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