my question about the player position sender protocol. In this article, he says "Never use TCP for networking a multiplayer game". Ok but UDP datas are not ordered. In this case, if somebody walking, his position will be received and sent to other players. While walking other players can see the player's NPC teleporting like movement. Some positions will be incorrect. Otherwise TCP isn't suitable, I agree but how can we use UDP? (UDP reliability?)
EDIT (Question): There is an other problem. If player1 send his data to server this data can be lost. Otherwise if data received by server, server will send it back to other clients. In this case some datas can be lost again. Namely UDP creates an undefined position update (namely everybody -clients- can see player at different positions). What can we do about that?
EDIT: Oh, I'll use TCP for login-room like request because they are important (must be reliable) datas. There is no problem about this.
EDIT2: I don't know how can I use UDP for player positions.