If you're in trouble and cannot find an answer to a question which goes beyond Stack Overflow...
If you have a not-so-usual solution for your problems but need to justify it to your boss...
If you like to think on your own rather than blindly follow "common wisdom" and "profound truth"...
...then 'No Bugs' Hare on Soft.ware might be the right place for you.
Your mileage may vary. Batteries not included

Assorted Rants Tagged ‘Compression’, page 1:

UDP from MOG Perspective

Quote: “you may think of UDP as of an analog of good old C: you can do pretty much everything, but it is not because the language helps you – it is rather because it doesn’t stand in the way :-)”
Another Quote: “As most of the routers (including pretty much every backbone router out there) are not configured to support multicast, it makes multicast over the public Internet hopeless :-(“
[]

MMOG: World States and Reducing Traffic

Quote: “In practice, for most classical RPGs you can get away with simulating each of your PCs and NPCs as a box (parallelepiped), or as prism (say, hexagonal or octagonal one)”
Another Quote: “Mathematically speaking, without Interest Management, the amount of data on our servers will need to send (to all players combined), is O(N^2). Interest Management reduces this number to O(N)”
[]

Part VI: TCP of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “In addition, if TCP_NODELAY is set, it MIGHT help to mitigate consequences of exponential backoff algorithm in case of lost packets.”
Another Quote: “All of us are seeing ‘hung’ HTTP connections on a regular basis – that is, when we’ve clicked a link, and the page loading is stuck forever.”
[]

Part V: UDP of 64 Network DO’s and DON’Ts for Game Engines

Quote: “In general, lag and jitter are not specific to UDP, and manifest themselves for absolutely any Internet connection.”
Another Quote: “If you need a globally-reachable server with single-digit-ms lag for all the players, it is simply not possible”
[]