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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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@@ -12,7 +12,7 @@ Real-time multiplayer games typically use UDP instead of TCP, because reliable-o
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*netcode* fixes this by providing the simplest possible connection-oriented approach on top of UDP so you can exchange unreliable unordered packets, while still having the convenience of a connection oriented protocol. In netcode, the server manages n slots for clients to connect to, while providing security feature like encrypted and signed packets, protection against packet replay attacks, and a novel 'connect token' system that only allows authenticated clients to connect to your server.
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Building and testing all these features yourself on top of UDP is complex and error prone. So if you are thinking of building your own game network protocol from scratch in UDP, netcode can be a really good starting point. You get client slots, encryption/decryption of packets, connect tokens and other security features already built-in, and you can send unreliable unordered packets between the client and server just like UDP!
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Building and testing all these features yourself on top of UDP is complex and error prone. So if you are thinking of building your own game network protocol from scratch, netcode can be a really good starting point. You get client slots, encryption/decryption of packets, connect tokens and other security features already built-in, and you can send unreliable unordered packets between the client and server just like UDP!
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# Features
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