3 ms·
> any sufficiently complicated UDP-based protocol contains an ad-hoc, informally-specified, bug-ridden, slow implementation of half of TCP Assuming that's true
by reificator 9y ago
> any sufficiently complicated UDP-based protocol contains an ad-hoc, informally-specified, bug-ridden, slow implementation of half of TCP
Assuming that's true, that doesn't change the fact that TCP is unusable for real-time gaming.
So the solution sounds like a formally specified, bug tested, and fast implementation of half of TCP, as long as it's not the half that breaks soft real-time gaming.
- taneq 9y ago> TCP is unusable for real-time gaming. Only for the twitchiest of twitch games really needs lower latency than TCP provides. So many amateur/indie game devs waste huge amounts of time messing with UDP because "everyone knows TCP isn't realtime" when TCP would have been perfectly suitable for their game.
- reificator 9y agoCompletely disagreed. If you're amateur/indie, use a premade engine that has networking. If the engine's networking isn't good enough for what you need, there are probably some options on the store that meet your needs.