1. Post #41
    Gold Member
    jA_cOp's Avatar
    May 2006
    2,656 Posts
    You're saying it's my fault that people could misconstrue my post? That doesn't seem quite fair.
    I say "real-time" about a dozen times. Obviously very little of my argument is going to be applicable if you're writing an Advance Wars clone or something...
    It wouldn't be misconstruing your post, it would be reading it literally. You are clearly saying you should never use TCP for games.

  2. Post #42
    Gold Member

    March 2005
    3,028 Posts
    It wouldn't be misconstruing your post, it would be reading it literally. You are clearly saying you should never use TCP for games.
    You're getting back to the core of my argument.
    The issue is that people apply solutions without carefully considering the assumptions that were made during their formulation.
    This applies to TCP, since people use it as a one-size-fits-all solution when it makes certain assumptions about your usage which may not hold true, and to my argument against TCP, which operates on the premise that games have real-time constraints (most do, but some don't).

    People shouldn't blindly apply solutions without fully understanding them first. If they can't do this, if they think I'm telling them that they should 'always use UDP', then they're going to screw themselves regardless of what I say.

  3. Post #43
    Map in a box's Avatar
    July 2009
    6,582 Posts
    I know, but I'm saying that it's harder to modify the source IP under TCP if you aren't fast enough.
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