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by ArbitraryLimits 4491 days ago
> I found it funny how all the reasons they gave why TCP sucked were things their workarounds were equally bad at.

I have yet to see anything designed with UDP instead of TCP that didn't end up reimplementing TCP itself, poorly.

3 comments

Problem is that you usually only want a subset of what TCP does, and sometimes the simplest/most straightforward way of getting that is a little reliability sauce over a standard UDP connection.
Most games that use UDP do not reimplement TCP because data that is too old is simply not relevant to the game anymore so it is not resent. If TCP had a way to indicate messages shouldn't be delivered anymore that would be great.
But TCP is developed for everyone, while you can develop your own custom TCP for your own task.