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QBLive - UDP server/client using ENet
#5
is this like the industry standard methodology for online multiplayer games? pretty cool

i know UDP is industry standard for this sort of thing but, on the other hand, we have a multiplayer platformer and now a multiplayer top-down in QB64 using, as i understand it, TCP/IP
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RE: QBLive - UDP server/client using ENet - by vince - 12-25-2025, 09:43 PM

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