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Questions about using unreliable UDP protocol in games which requires data exchange via network.
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Network limitation in multiplayer game
have packets being sent every 0.2 seconds or so to players telling other player's position, health points and things like that, and I have no idea how much of the network I can actually use (in a P2P UDP … TL;DR: How would devs synchronize a high number of entities for multiple players and what is the limitation of a UDP connection? Is there a number of packets per second that you would work towards? …