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CPU 100% is most like a loop running, maybe to check if mouse has moved? You have to realize, that if you don't restrict message sending with time passed, you might send thousands of packets per second, when moving mouse. 1: Client-side prediction is movement you do, before server says it's ok to move. So, Client pressed move button and instead of waiting ...


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I am using KryoNet for a Java game i am making. I will sometimes have several hundrets of units at the same time. My approach has been to send frequent unit updates in small UDP packages and use interpolation on the client. I also rarely send larger unit update packes, also via UDP, with information that does not need to update as frequently as position and ...


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Summary of TCP and UDP UDP: Sends packets as fast as it can and never checks whether or not the packet has been received. Order is not important either. TCP: Packets will be verified and an acknowledge must be received by the endpoint. Packet order matters. Answer Yes, it was discouraged to use TCP in the past for real-time games. It still is, to a ...



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