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| From | RS Wood <rsw@therandymon.com> |
|---|---|
| Newsgroups | comp.misc |
| Subject | TCP vs UDP for game development |
| Date | 2014-04-03 11:25 +0000 |
| Message-ID | <20140403112552.7c3877f3.rsw@therandymon.com> (permalink) |
A good article, regardless if you're not a game developer, discussing of merits of UDP and TCP. http://1024monkeys.wordpress.com/2014/04/01/game-servers-udp-vs-tcp/ //-- clip WHY UDP IS “HARD” UDP is both easier and more difficult than TCP. For example, UDP is packet based – which is something you’ll actually have to roll yourself for TCP. You also use a single socket for communication – unlike TCP which require a socket for each connected client. These things are mostly good stuff. However, for most situations you actually need some concept of a connection, some rudimentary ordering and often also reliability. Neither of those are offered by UDP “out of the box”, while you get it for free with TCP. This is while people often recommend TCP. With TCP you can get started and don’t worry too much about those things – not until you start having 500+ simultaneous connections anyway. So yes, UDP doesn’t offer the whole kit, but as we’ll see, that’s exactly why it’s so great. In a way, TCP is to UDP what something like Hibernate is to writing your queries by hand in SQL. //-- clip -- RS Wood <rsw@therandymon.com>
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TCP vs UDP for game development RS Wood <rsw@therandymon.com> - 2014-04-03 11:25 +0000
Re: TCP vs UDP for game development Paul Sture <nospam@sture.ch> - 2014-04-03 18:45 +0200
Re: TCP vs UDP for game development "Julio Di Egidio" <julio@diegidio.name> - 2014-04-03 20:06 +0100
Re: TCP vs UDP for game development despen@verizon.net (Dan.Espen) - 2014-04-03 16:33 -0400
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