I already know that you are working in an UDP protocol for the near future, but because right now we rely on TPC, i was wondering what kind of modifications you have implemented over TCP protocol in order to make it reliable for a fast action game.
I already know that this game Tiny Royale is implemented in Nakama and is using TCP, the game support up to 30 players per game, it is not a very fast action game but at least it has lot of players, if some players in a match start losing packets, won’t packet retransmission cause a saturation of the bandwith? If TCP is slower than UDP, won’t this affect to the current high latency that we can expect of a game played over 4g networks (our game is a mobile game)?
Right now because we are focusing in the soft launch an we will only support 2 players in coop mode i think we can work with TCP, but for a future PVP mode with 6 or 8 players i think we will need UDP.
We are not an expert in networking and multiplayers games so don’t hesitate in explaining details in depth :P, thank you very much!