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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <H1>[Nel] TCP vs. UDP</H1>
+ <B>Vincent Caron</B>
+ <A HREF="mailto:v.caron%40zerodeux.net"
+ TITLE="[Nel] TCP vs. UDP">v.caron@zerodeux.net</A><BR>
+ <I>Fri, 06 Jul 2001 20:21:51 +0200</I>
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+<PRE>&gt;<i> Btw, you cannot &quot;design your own layer&quot;, because you need to use the
+</I>&gt;<i> existing internet to send your data (which will only accept UDP and TCP).
+</I>&gt;<i> However, they probably did add to UDP, by adding an extra software layer to
+</I>&gt;<i> provide &quot;reliable udp&quot; (its almost trivial to do).
+</I>
+But do you need 'reliable transmission' ? Lost or delayed packets are
+part of the rules, couldn't you take this into account in your network
+and game code design ? Have a look at the streaming pb and protocols
+such as RTP or RTSP, they deal with the pb of 1) time sync and 2) data
+loss. This is sometime perfectly acceptable to loose some info in
+a game and replace it with interpolated data until getting back in
+sync.
+
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