From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2001-July/000492.html | 63 +++++++++++++++++++++++++++++++++++++ 1 file changed, 63 insertions(+) create mode 100644 pipermail/nel/2001-July/000492.html (limited to 'pipermail/nel/2001-July/000492.html') diff --git a/pipermail/nel/2001-July/000492.html b/pipermail/nel/2001-July/000492.html new file mode 100644 index 00000000..f548b9c8 --- /dev/null +++ b/pipermail/nel/2001-July/000492.html @@ -0,0 +1,63 @@ + + + + [Nel] TCP vs. UDP + + + + + + +

[Nel] TCP vs. UDP

+ Vincent Caron + v.caron@zerodeux.net
+ Fri, 06 Jul 2001 20:21:51 +0200 +

+
+ +
> Btw, you cannot "design your own layer", because you need to use the
+> existing internet to send your data (which will only accept UDP and TCP).
+> However, they probably did add to UDP, by adding an extra software layer to
+> provide "reliable udp" (its almost trivial to do).
+
+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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