Your company is developing a real-time multiplayer game that requires fast and stateless data transmission allowing for a small degree of packet loss without significant disruption to the user experience. Which type of protocol should the game's networking component be designed to primarily utilize?
The correct answer is that the game should be designed to utilize the User Datagram Protocol (UDP) for its networking component. UDP is connectionless and allows for faster data transmission by not requiring the overhead of ensuring packet delivery, order, or control mechanisms provided by TCP. In applications like real-time multiplayer gaming, the slight potential for packet loss is acceptable due to the need for speed and real-time communication, which may become disrupted by the overhead introduced by TCP.
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What are the main differences between UDP and TCP?
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What does it mean for a protocol to be 'stateless'?
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Why is UDP considered suitable for real-time applications despite the potential for packet loss?