From fb47e91de7752a4f5d244e8f5247ced80888864c Mon Sep 17 00:00:00 2001
From: JawherKl <kalleljawher4@gmail.com>
Date: Wed, 26 Mar 2025 15:07:36 +0100
Subject: [PATCH] Improve flow-control content with resources

---
 .../flow-control@lDVD-3i64Mk7-KPJrXmFH.md        | 16 ++++++++++++++++
 1 file changed, 16 insertions(+)

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