Butterman
Gief Pandara
TCP isn't for turn-based games. The average packet lag you're going to get on a TCP packet, in real world conditions is about ~400ms. That seems like a lot, in a FPS, over 200ms you start to have serious trouble playing. That's only because every movement you make has to go through the server and back before it takes place.
RTS, MMORPG, RPG, they all use TCP. For TINCS, I'm using TCP and UDP. The UDP is alone for the unreliable messages that get spammed out ~60 times a second. The TCP, is for everything else like the client saying. "LMB was pressed" or "I changed gun". In real world conditions, when I'm playing Muzz who's all the way in Australia, he noticed almost not lag at all. He said everything was very responsive.
TCP isn't for "slow" stuff and UDP isn't for "fast" stuff. UDP has very little use outside of games and in games, I've only really seen it used in first person shooters.
Anyway, you don't have to listen to me. Do whatcha want. I've only been writing network code for 3 or 4 years now.
RTS, MMORPG, RPG, they all use TCP. For TINCS, I'm using TCP and UDP. The UDP is alone for the unreliable messages that get spammed out ~60 times a second. The TCP, is for everything else like the client saying. "LMB was pressed" or "I changed gun". In real world conditions, when I'm playing Muzz who's all the way in Australia, he noticed almost not lag at all. He said everything was very responsive.
TCP isn't for "slow" stuff and UDP isn't for "fast" stuff. UDP has very little use outside of games and in games, I've only really seen it used in first person shooters.
Anyway, you don't have to listen to me. Do whatcha want. I've only been writing network code for 3 or 4 years now.
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