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	<title>Comments on: UDP vs. TCP</title>
	<atom:link href="http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/feed/" rel="self" type="application/rss+xml" />
	<link>http://gafferongames.com</link>
	<description>Glenn Fiedler&#039;s Game Development Articles and Tutorials</description>
	<lastBuildDate>Tue, 31 Jan 2012 03:56:23 +0000</lastBuildDate>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-35214</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Sat, 21 Jan 2012 01:51:45 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-35214</guid>
		<description>I&#039;ve never coded an MMO so I don&#039;t know!</description>
		<content:encoded><![CDATA[<p>I&#8217;ve never coded an MMO so I don&#8217;t know!</p>
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		<title>By: Austin Keller</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-35177</link>
		<dc:creator>Austin Keller</dc:creator>
		<pubDate>Fri, 20 Jan 2012 20:05:27 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-35177</guid>
		<description>Networking is completely new to me, but I do understand your explanations (Thank you for that). Can you quickly explain the different in information between an MMO and FPS. I&#039;ve always thought MMO&#039;s were fairly quick paced games as well, at least when it comes to PvPing.

Would they change the way packets are sent if a player was in PvP mode?

Any help would be great! Thanks again for this!</description>
		<content:encoded><![CDATA[<p>Networking is completely new to me, but I do understand your explanations (Thank you for that). Can you quickly explain the different in information between an MMO and FPS. I&#8217;ve always thought MMO&#8217;s were fairly quick paced games as well, at least when it comes to PvPing.</p>
<p>Would they change the way packets are sent if a player was in PvP mode?</p>
<p>Any help would be great! Thanks again for this!</p>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-33846</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Wed, 11 Jan 2012 18:17:42 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-33846</guid>
		<description>Generally speaking it is fine. It will only cause bad effects if the connection is saturated, which is unlikely. cheers</description>
		<content:encoded><![CDATA[<p>Generally speaking it is fine. It will only cause bad effects if the connection is saturated, which is unlikely. cheers</p>
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	<item>
		<title>By: crg</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-33704</link>
		<dc:creator>crg</dc:creator>
		<pubDate>Tue, 10 Jan 2012 23:57:09 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-33704</guid>
		<description>Hi, I am currently using the Quake3 model for my networking.
When the client joins the game, it has to download scripts, ini files and a map if it doesnt have it. TCP would be the best solution here wouldn&#039;t it? but if the server is sending lots of TCP data to a client is joining, while sending UDP data to the rest of the joined in-game clients, what effect will this have?

Thanks :)</description>
		<content:encoded><![CDATA[<p>Hi, I am currently using the Quake3 model for my networking.<br />
When the client joins the game, it has to download scripts, ini files and a map if it doesnt have it. TCP would be the best solution here wouldn&#8217;t it? but if the server is sending lots of TCP data to a client is joining, while sending UDP data to the rest of the joined in-game clients, what effect will this have?</p>
<p>Thanks <img src='http://gafferongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-27916</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Fri, 09 Dec 2011 04:40:53 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-27916</guid>
		<description>Sorry I don&#039;t know the answer to this.</description>
		<content:encoded><![CDATA[<p>Sorry I don&#8217;t know the answer to this.</p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-27914</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Fri, 09 Dec 2011 04:40:08 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-27914</guid>
		<description>Not a particularly useful comment because you don&#039;t describe what sort of game you are making.</description>
		<content:encoded><![CDATA[<p>Not a particularly useful comment because you don&#8217;t describe what sort of game you are making.</p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-27913</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Fri, 09 Dec 2011 04:39:02 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-27913</guid>
		<description>It&#039;s OK Lee, I&#039;m comfortable with them being wrong.</description>
		<content:encoded><![CDATA[<p>It&#8217;s OK Lee, I&#8217;m comfortable with them being wrong.</p>
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	</item>
	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-24106</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Tue, 08 Nov 2011 16:13:36 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-24106</guid>
		<description>Good luck!</description>
		<content:encoded><![CDATA[<p>Good luck!</p>
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		<title>By: MrShankly</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-24074</link>
		<dc:creator>MrShankly</dc:creator>
		<pubDate>Tue, 08 Nov 2011 11:00:17 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-24074</guid>
		<description>Ha, you have a lot more patience than I have, Anyway thanks for the awesome article, im looking to do my honours game project using networking between mobile devices and this could come in really helpful!</description>
		<content:encoded><![CDATA[<p>Ha, you have a lot more patience than I have, Anyway thanks for the awesome article, im looking to do my honours game project using networking between mobile devices and this could come in really helpful!</p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-22708</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Mon, 24 Oct 2011 03:25:42 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-22708</guid>
		<description>yes. my comment applies primarily to consoles -- my point is that if bandwidth is tight you are better off having complete control over the stream. this is likely not to be a significant issue for anybody developing on PC -- except, that you should always remember that somebody may steal all your bandwidth (bit torrent, video streaming etc...) and you need to degrade gracefully. cheers</description>
		<content:encoded><![CDATA[<p>yes. my comment applies primarily to consoles &#8212; my point is that if bandwidth is tight you are better off having complete control over the stream. this is likely not to be a significant issue for anybody developing on PC &#8212; except, that you should always remember that somebody may steal all your bandwidth (bit torrent, video streaming etc&#8230;) and you need to degrade gracefully. cheers</p>
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