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Per Glenn Fiedler (gafferongames.com), the typical transport choice for low-latency real-time multiplayer games is which?
AWebSockets exclusively
BTCP (reliable but head-of-line blocked)
CUDP (no guaranteed delivery)
DHTTP/1.1 polling per frame
Answer & Solution
Correct answer: C. UDP (no guaranteed delivery)
Fiedler 'Networking for Game Programmers': UDP is preferred because TCP's head-of-line blocking introduces unacceptable latency on packet loss.
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