I would say no. Spacial information of game objects need to be as fast as possible, and for that it's better to use UDP, because reliability is not 100% crutial. Even on modern connections, UDP is still slow enough that you have to make some special considerations for interpolation and such. Even just in terms of the amount of data transferred, TCP would add significant overhead to this.

However, TCP is perfectly acceptable for non-realtime things, such as multiplayer negotiation, chat messages, score updates, etc.

Is the TCP protocol good enough for real-time multiplayer games?
I have an assignment for Programming Fundamentals (we are using Python 3.4), and some questions are sometimes not really obvious to understand, maybe because my English is not so good.

Two of the introductory questions of our last assignment were: 


Write a function that “flattens” its input list.
Write a function that accepts a list that contains nested lists and returns the “depth”
of the list.


Sincerely I am not understanding exactly what they are asking. Can someone explain me?
