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What network protocol do games use?
The two networking protocols that we’ll discuss in the section, and that are also the two most widely used protocols in multiplayer networked games, are the Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP). Both protocols provide communication services between clients in a network system.
Is TCP IP client server?
The “Client” in a TCP/IP connection is the computer or device that “dials the phone” and the “Server” is the computer that is “listening” for calls to come in. The connection between a Client and a Server remains open until either the client or the server terminates the connection (i.e. hangs up the phone).
When to use UDP for a game server?
Use UDP if both client and server may independently send packets and occasional lag is not ok (e.g. Most multiplayer action games, some MMOs) These are mixable too: Your MMO client might first use HTTP to get the latest updates, then connect to the game servers using UDP.
What’s the difference between TCP and HTTP applications?
According to the Internet protocol suite tcp is a protocol in the transport layer and http is a protocol in the application layer. You’re comparing totally different things with each other. (See more here: http://en.wikipedia.org/wiki/Internet_protocol_suite)
Can you use TCP for a MMO server?
Typically you will hear people say things like: “Unless you’re doing action games, you can use TCP” or “You can use TCP for your MMO, because look at WoW – it uses TCP!” Unfortunately, these opinions don’t properly reflect the complexity of the TCP/UDP question. First off, let me state that my background is mainly TCP programming.
Why does World of Warcraft use TCP instead of UDP?
People often give the advice to go with TCP on the idea that “TCP is just as fast as UDP” or “successful game X is using it, so it works”, not really understanding why it works in that particular game, and why UDP isn’t about about regular packet delivery speed. So why does World of Warcraft work with TCP?