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So you need to send a few bytes of information every few seconds, but you want to spam the network with UDP packets containing those few bytes?


Sure; why not? If I can stream videos on that same network for entertainment, or play another online, multiplayer game, why not use UDP if it gives a better user experience? It's not like UDP transport of those bytes is significantly worse network-wise and certainly lighter weight than those other alternatives.


Every single online multiplayer game that cares about latency reimplements a subset of HTTP over UDP.


>reimplements a subset of HTTP over UDP.

TCP, although I like to imagine FPS games where shooting someone sends "DELETE /players/n00b HTTP/1.1" to the server.


Yes TCP!!!!


Huh, that's not what I would expect at all. If you are having custom network protocols anyway, why deal with all the overhead that even a subset of HTTP brings? You might as well make an entirely new protocol at that point.


Is TCP. Why everybody does it you ask?




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