Timeline for Only send moves for P2P 2 player LAN game?
Current License: CC BY-SA 3.0
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 |