I was also going to say that 3 tends to happen when you broadcast, particularily with multiple protocols in use.
TCP''s guaranteed delivery doesn''t exactly avoid those problems, it handles them - and it''s method of handling them may not be optimal for your game.
I believe the guys at FunCom managed to make a mmorpg work over tcp (though how well it works is an issue of debate) for Anarchy Online.
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