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Assorted Rants Tagged ‘UDP’, page 1:

(Almost-)Zero-Additional-Latency UDP-over-TCP

Quote: “we realize that for some of the Clients – UDP just doesn’t work because of some weird firewall between Client and Server”
Another Quote: “there is nothing to block us (so head-of-line blocking doesn’t apply)”
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UDP for games – security (encryption and DDoS protection)

Quote: “Yes, you DO need to encrypt your UDP traffic. And no, using UDP is NOT a valid excuse to skip encryption”
Another Quote: “Personally, I prefer to think of it as of insurance – when I’m paying my premiums in hope that my money will go to waste.”
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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 :-(“
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Part VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “Design of secure protocols is a thing which even security professionals have lots of problems with.”
Another Quote: “In the security field, if you can disable something unused – you SHOULD do it”
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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”
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Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines

Quote: ““Why bother with UDP at all? The answer is simple: there is a price tag attached to the TCP goodies.”
Another Quote: ““Implementing your own reliable-delivery protocol over UDP is extremely complicated, time-consuming, and error-prone.”
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