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Module 6 · Concurrency, OS, ML Interview Topics
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Networking: TCP vs UDP
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📝 **Question:** Best fit for live multiplayer game state? 📋 Pick the right answer. 💡 **Hint:** Re-read the theory above if unsure.
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📝 **Question:** Best fit for live multiplayer game state? 📋 Pick the right answer. 💡 **Hint:** Re-read the theory above if unsure.
A
TCP — every frame must arrive in order, otherwise the player sees a teleporting opponent at the next render tick.
B
UDP — losing a frame is fine; what matters is latency. Games re-send state every tick.
C
WebSocket — the browser handshake gives the lowest cross-firewall latency for real-time multiplayer state sync.
D
Email-style queued delivery — SMTP guarantees eventual ordering and is more robust to jittery client networks.
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