Skip to content

Commit 5a4bae8

Browse files
Update README.md
Signed-off-by: Glenn Fiedler <glenn@networknext.com>
1 parent f69db5c commit 5a4bae8

File tree

1 file changed

+3
-5
lines changed

1 file changed

+3
-5
lines changed

README.md

Lines changed: 3 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -8,13 +8,11 @@
88

99
# Design
1010

11-
Real-time multiplayer games typically use UDP instead of TCP, because head of line blocking delays more recent packets while waiting for older dropped packets to be resent.
11+
Real-time multiplayer games typically use UDP instead of TCP, because head of line blocking delays more recent packets while waiting for older dropped packets to be resent. The problem is that if you want to use UDP, it doesn't provide any concept of connection, so you have to build all this yourself, managing client sessions and timeouts yourself, which is a lot of work!
1212

13-
The problem is that if you want to use UDP, it doesn't provide any concept of connection, so you have to build all this yourself, managing client sessions and timeouts yourself.
13+
**netcode** fixes this by providing a minimal and secure connection-oriented protocol on top of UDP, so you can quickly get to exchanging unreliable unordered packets for your game and get busy building the rest of your game network protocol.
1414

15-
**netcode** fixes this by providing a minimal and secure connection-oriented protocol on top of UDP, so you can quickly get to exchanging unreliable unordered packets for your game.
16-
17-
If you are thinking of building your own game network protocol from scratch, netcode is a good starting point and can save you a lot of time.
15+
So if you're thinking of building your own game network protocol from scratch, netcode can be a really good starting point and save you a lot of time.
1816

1917
# Features
2018

0 commit comments

Comments
 (0)