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Totally agree with you there, but player position criticality is not for me or you to decide, it's game dependant, my worries is not about dropped packets, but packets that are in the wrong order, only in a game where combat has to be precise I would say it's critical. Yeah you don't need to be a AAA for sure, i was exaggerating a bit to make my point, what i'm trying to say is that newcomers to gamedev will end up struggling, TCP isn't easy, neither is UDP, without proper understanding of both protocols there will surely be mistakes made. I do agree with the article 100%, I'm not saying in that use case that TCP is better, I'm just disagreeing with the premise as it's a bit vague and implies that you know what agar.io and slither.io are, I know both games and i know they're realtime, but there are people out there who don't know what they are, so I'm saying that just thinking that UDP is faster than TCP so it's best for networked games is naive, a better way to say it is just mentioning that this is for realtime games, better yet realtime games that can't allow network delays and are not critical, WOW for example uses TCP for some parts of the game that are not critical, where player position doesn't really affect the game, they end up with huge latency now and then, but the game is programmed in a way that some latency won't matter. in other cases they use UDP, that's also one of my reasons to say that UDP is not the only answer. So yes, you are 100% right, and the article is 100% right, I just don't like the premise (the way it was written at least) |