Network game - UDP safety concerns?
Posted on 2014-10-28
My Java RTS server skeleton works . . Only UDP movement updates left to do. Are there any gotchas?
It connects with TCP correctly, and can update the game state reliably in TCP also. - moving squares randomly around a window for now (authoritarian server )
All I need to do is consider sending UDP intermediary updates between each TCP update. Is that what Blizzard and Microsoft incorporate? Is Blizzard still client side game-state?
But, what if I omit the UDP updates by encoding the next frame's visible movements into the TCP message? - just an extra x,y vector or location integer pair after the unit's location for its moving?
Would a UDP movement update be for many units? When does the size of a UDP message become a risk?