diff --git a/src/data/roadmaps/server-side-game-developer/content/flow-control@lDVD-3i64Mk7-KPJrXmFH.md b/src/data/roadmaps/server-side-game-developer/content/flow-control@lDVD-3i64Mk7-KPJrXmFH.md index e69de29bb..e0211cff6 100644 --- a/src/data/roadmaps/server-side-game-developer/content/flow-control@lDVD-3i64Mk7-KPJrXmFH.md +++ b/src/data/roadmaps/server-side-game-developer/content/flow-control@lDVD-3i64Mk7-KPJrXmFH.md @@ -0,0 +1,16 @@ +#Flow Control + +**Flow control** is a crucial mechanism in `TCP` that regulates data transmission between a sender +and a receiver to prevent network congestion and packet loss. In server-side game development, +effective flow control ensures smooth data transfer, reducing latency and improving real-time +responsiveness for multiplayer games. `TCP` uses techniques like sliding window protocols, where +the receiver dictates how much data it can handle at a time, preventing buffer overflows. +Additionally, congestion control algorithms like `TCP Reno` and `CUBIC` help dynamically adjust +transmission rates based on network conditions. Proper flow control tuning is essential for +maintaining stable connections, minimizing lag, and optimizing server performance in +high-traffic gaming environments. + +Visit the following resources to learn more: + +- [@article@How Flow Control is Achieved in TCP?](https://datatracker.ietf.org/doc/html/rfc5681) +- [@article@Flow Control vs. Congestion Control in TCP](https://www.baeldung.com/cs/tcp-flow-control-vs-congestion-control) \ No newline at end of file