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Update README.md
Signed-off-by: Glenn Fiedler <[email protected]>
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README.md

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# Design
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Real-time multiplayer games typically use UDP instead of TCP, because reliable-ordered delivery holds more recent packets hostage while waiting for old packets to be resent. The problem is that UDP doesn't provide any concept of connection, 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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Real-time multiplayer games typically use UDP instead of TCP, because reliable-ordered delivery delays the most recent packets while waiting for old packets to be resent and real-time games typically only need the most recent state.
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The problem is that UDP doesn't provide any concept of connection, 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 the simplest possible connection-oriented approach on top of UDP so you can quickly exchange unreliable unordered packets, without having to build your own connection oriented protocol.
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