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bio website aegik.se
location Sweden
age 41
visits member for 2 years, 9 months
seen Nov 16 at 22:53

Jul
30
asked UI rich Strategy/RPG UI - 2D Game Engine or UI Toolkit?
Jul
16
awarded  Notable Question
Apr
2
awarded  Popular Question
Aug
14
comment Is the TCP protocol good enough for real-time multiplayer games?
It's not just ping. There's a reason why there is no player-player collisions in WoW. It would be too hard to do well. WoW can use TCP because where you are standing doesn't matter much. Targeting and attacking does not depend on the real position of the monster or enemy player. If you care about these things, then TCP will hurt the play experience.
Aug
14
comment Is the TCP protocol good enough for real-time multiplayer games?
There several reasons why you should use UDP instead of TCP if latency is a concern. If you don't care about latency and/or you're able to do enough client side prediction, then TCP can be enough. In the case of real time games. Forget TCP.
Aug
8
comment UDP vs TCP in multiplayer mobile game
@JohnMcDonald there is very little written on UDP for mobile platforms. I read an article researching how UDP/TCP behaved for an multiplayer game over wifi. Unfortunately I can't find the link, but the conclusion was that TCP performed significantly worse due to the way it handles packet loss. I found this though: de.slideshare.net/mmnet/…
Aug
8
awarded  Self-Learner
Aug
8
awarded  Critic
Aug
8
revised UDP vs TCP in multiplayer mobile game
Added details around usage.
Aug
8
comment UDP vs TCP in multiplayer mobile game
If it makes sense to TCP, UDP or a mix depends entirely on how the game works. Making any assumption as to what one should use without regard to the specific requirements isn't better than making a random guess. Developing a "reliable" UDP solution isn't worse complexity-wise to building a solid, scalable server-client solution with TCP. For instance, client-prediction is fine, but not it's not always possible in every single type of game.
Aug
8
comment UDP vs TCP in multiplayer mobile game
It all depends on the application. UDP performs no magic, but it allows you to game specific mitigation strategies impossible with TCP.
Aug
8
awarded  Teacher
Aug
7
comment Mobile Multiplayer games and coping with high latency
Quick tip here: With TCP, you're going to see stutters on 3G/Wifi both, because TCP interprets packet loss as "I'm using too much bandwith". This can cause latency spikes of several seconds (as well as increased latency after the first spike, as TCP is throttling its output). I recommend you go with UDP.
Aug
7
awarded  Scholar
Aug
7
accepted UDP vs TCP in multiplayer mobile game
Aug
7
answered UDP vs TCP in multiplayer mobile game
Jul
25
awarded  Commentator
Jul
25
comment UDP vs TCP in multiplayer mobile game
@SeanMiddleditch fair enough, I added some details. I know if the TCP behaviour is the cause, but I'm fairly confident I have some packet loss (easy to get in my setup), and looking at how TCP works and the cost of a roundtrip, I could easily see how the observed behaviour could arise. I'm not sure a custom UDP scheme could work, but nor do I know if it's worth investigating. I suppose there are occasions where it's possible to allow for unreliable transfers in some occasions (e.g. the player walks north 3 times -> it's ok to just walk north 2 times).
Jul
25
revised UDP vs TCP in multiplayer mobile game
Added details
Jul
24
asked UDP vs TCP in multiplayer mobile game