Skip to main content
6 events
when toggle format what by license comment
Jun 23, 2015 at 6:15 vote accept Aulaulz
Jun 23, 2015 at 6:12 comment added SaviorXTanren It might be better to answer your question with an article: gafferongames.com/networking-for-game-programmers/udp-vs-tcp TLDR: Sticking with TCP probably won't be a bad thing, as it handles a lot of error handling and retry logic for you. However, you can imagine TCP like a stack; you have to start from the first thing and then work your way down. If for some reason, one of your packets doesn't make it, all of your future packets will have to wait for that one to be processed. With UDP, if a packet fails to make it, you just try with the next one.
Jun 23, 2015 at 6:06 comment added SaviorXTanren That's good at the packet reduction helped fix the lag.
Jun 23, 2015 at 6:03 comment added Aulaulz Indeed I sent too much packets. When I added the player angle ( every frame too ), I start to see lags. I will reduce the packet count, to see what happends. But don't you think I should stay with TCP unless I still have lags?
Jun 22, 2015 at 6:39 review First posts
Jun 22, 2015 at 7:25
Jun 22, 2015 at 6:35 history answered SaviorXTanren CC BY-SA 3.0