Now, I really don’t want to start the UDP vs TCP argument again but…
I’ve been working on AstroPrime (http://www.cokeandcode.com/astroprime) which requires fast, low latency comms to describe the position of the ships. However, due the way the protocol works (collision reaction) I need the messages in order and with guarateed delivery.
The only way I can see to get this is to implement something on top of UDP (which incidently, I’ve done), but I’m getting all sorts of annoyances where I seem to lose a fair ammount of packets, which ties the thing up and eventually disconnects.
So… I was going to try a different implementation (no threading, all polling). I was going to use UDP to get the low latency messages to the other end and then use TCP to send ACKs back on the TCP stream.
Is this possible/done before? Is there a library I can pick up to do this sort of thing for me? Is there a better way?
I realise TCP with no nagles should be damn quick, but I still seem to get a fair bit of addition overhead when playing across the internet at large…
Any advice, suggestions, HELP! appreciated…
Kev