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Running both TCP and UDP in parallel just leads to problems. Also, you might not need all the reliability features of TCP, so it might be overkill anyway. Most games solve this problem by replicating those TCP reliability features they really need on the application level. Do you have the concept of persistent connections? Add a connection-ID to every ...


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What I've read: When Client 1 moves, it sends its input to the SERVER, the SERVER calculates the position, and then sends the new position back to all connected Clients, including Client 1 where the Client 1 player is drawn in the new position. Wouldn't this create a big amount of latency between the local player of Client 1 and their movements? Almost. ...


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