# Telepathy Transport Simple, message based, MMO Scale TCP networking in C\#. And no magic. - Telepathy was designed with the [KISS Principle](https://en.wikipedia.org/wiki/KISS_principle) in mind. - Telepathy is fast and extremely reliable, designed for [MMO](https://assetstore.unity.com/packages/templates/systems/ummorpg-51212) scale Networking. - Telepathy uses framing, so anything sent will be received the same way. - Telepathy is raw C\# and can be used in Unity3D too. - Telepathy is available on [GitHub](https://github.com/vis2k/Telepathy) ## What makes Telepathy special? Telepathy was originally designed for [uMMORPG](https://assetstore.unity.com/packages/templates/systems/ummorpg-51212) after 3 years in UDP hell. We needed a library that is: - Stable & Bug free: Telepathy uses only 400 lines of code. There is no magic. - High performance: Telepathy can handle thousands of connections and packages. - Concurrent: Telepathy uses one thread per connection. It can make heavy use of multi core processors. - Simple: Telepathy takes care of everything. All you need to do is call Connect/GetNextMessage/Disconnect. - Message based: if we send 10 and then 2 bytes, then the other end receives 10 and then 2 bytes, never 12 at once. MMORPGs are insanely difficult to make and we created Telepathy so that we would never have to worry about low level Networking again. ## What about... - Async Sockets: didn't perform better in our benchmarks. - ConcurrentQueue: .NET 3.5 compatibility is important for Unity. Wasn't faster than our SafeQueue anyway. - UDP vs. TCP: Minecraft and World of Warcraft are two of the biggest multiplayer games of all time and they both use TCP networking. There is a reason for that.