I'm interested in possibly using ZeroMQ for realtime multiplayer videogames. As such, there are things I would normally use UDP for (example: player position/heading corrections) to avoid any overhead from retrys or packet reordering (ie, non-critical info which could become outdated by the time TCP's reliability features get the data across the line, and therefore may as well be dropped without retrying, etc.).
Does ZeroMQ have any way to handle this sort of UDP-like use-case? If so, can I combine it with the regular TCP-based ZeroMQ for the other messages which do need reliability? _______________________________________________ zeromq-dev mailing list [email protected] http://lists.zeromq.org/mailman/listinfo/zeromq-dev
