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by Timmmmmm 4190 days ago
Not in this case - packets can be dropped by the route and the game player doesn't care as long as his connection is good enough to play. When it gets really bad the player will likely quit and the packets will stop.

If it is really desired you could implement throttling according to packet loss, but not in the way that TCP does it - by buffering and waiting - instead you'd just send packets every N frames. You can't do that if you're just using TCP since you don't know when packets are dropped.

1 comments

> If it is really desired you could implement throttling according to packet loss, but not in the way that TCP does it - by buffering and waiting - instead you'd just send packets every N frames. You can't do that if you're just using TCP since you don't know when packets are dropped.

It is really desired (and there are a bunch of ways to do it, and plenty of libraries that already implement them). Please, please implement protocols in this way, and not in the way described in the article.

You're going to be really disappointed when you learn how most games have been networked over the past 10 years.