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Fixed typo (#595)
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@ -21,7 +21,7 @@ Servers open a TCP port and wait for connections. Clients send an initial messa
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These are great features that make it very easy for programmers to work with TCP, but they come at a cost: Latency.
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Suppose an object is moving from point a to b to c. The server sends 3 messages: move to a, b, c. Suppose b gets lost (wify drops a lot of packages for example) and c arrives fine. We could skip b and move towards c instead, but we can't because the operating system won't give us c until b is retransmited.
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Suppose an object is moving from point a to b to c. The server sends 3 messages: move to a, b, c. Suppose b gets lost (wifi drops a lot of packets for example) and c arrives fine. We could skip b and move towards c instead, but we can't because the operating system won't give us c until b is retransmited.
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For this reason, AAA studios consistently prefer UDP for fast paced action games.
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