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Update README.md
Signed-off-by: Glenn Fiedler <glenn@networknext.com>
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README.md

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Real-time multiplayer games typically use UDP instead of TCP, but UDP doesn't provide any concept of connection.
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So you want to use UDP you have to to build up your own client connection system, timeouts, sequence numbers and security all by yourself.
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**netcode** fixes this by providing a secure connection-oriented protocol on top of UDP so you can quickly exchange unreliable unordered packets in a client/server topology.
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**netcode** fixes this by providing a simple connection-oriented protocol on top of UDP so you can quickly exchange unreliable unordered packets.
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The netcode server manages n slots for clients to connect to, while providing security features like encrypted and signed packets, protection against packet replay attacks, and a novel 'connect token' system that only allows authenticated clients to connect.
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Building all these features yourself is complex and error prone, and takes a lot of time to do properly. If you are thinking of building your own game network protocol from scratch, netcode can be a good starting point and save you a lot of time.
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If you are thinking of building your own game network protocol from scratch, netcode can be a good starting point and save you a lot of time.
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# Features
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