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I recently decided to make a multiplayer FPS game using Nodejs (server) and Unity3D (client). I already did a POC with socket.io and deployed it on heroku for testing which failed miserably ( the packet delivery was too slow which created lag). After digging around I found out that socket.io uses TCP which is not ideal for a face paced FPS game. Then I came across Pomelo and it seemed interesting.

But before I spend time on its POC, I need to know. Does Pomelo only use TCP or does it also support UDP?

Thanks :)

Steven
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Abrar Ahmed
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    OK it turns out that when you run pomelo init, it asks which underlying connector you want to use and UDP is listed among them. But now there is no client-side (Unity3D) implementation of PomeloUDP, it only works with socket and socket.io [https://github.com/NetEase/pomelo/wiki/Client-platform-supported] Does anyone have an idea about this? – Abrar Ahmed Jan 31 '15 at 09:33

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For an FPS you will probably want to use UDP. I found this for Unity: http://forum.unity3d.com/threads/open-source-udpkit-a-networking-library-for-net-mono-unity.215161/

As far as TCP goes, I think TCP is more generally used protocol for more data-centric requests, like chat or things that require packet integrity(UDP tolerates packet loss to lower latency).

Chatto
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NetEase's Pomelo Don't support Tcp

alonegame
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