Someone had done a paper on network latency in games, and they used ENet
as one of the
test libraries. It had some nice bar graphs in it, although I don't
remember the exact contents
of what it said anymore (it's been a while since I read it):
http://heim.ifi.uio.no/~paalh/publications/files/netgames2007.pdf
Lee
Erik Beran wrote:
I'm quite interested in these results as well. I saw there was someone
using for an xbox/360 game a while ago and I know their TCR (technical
certification requirements) test against bad network conditions. Bad
network conditions being relatively low bandwidth, high latency and a
certain percentage of packet loss over time.
Could that person mention at all if there was any problems going
through cert/tcr testing in respects to network conditions?
/Erik B.
On Fri, Mar 6, 2009 at 4:42 AM, Aaron Boxer <[email protected]
<mailto:[email protected]>> wrote:
Great. This sounds like the perfect library for my application.
I am streaming currency rates using TCP at the moment; the client
is at an arbitrary
IP address on the internet. To maintain "real time" streaming,
the packet size is small,
so the TCP header size / packet size is quite large. The
connection must be reliable.
It looks like ENet would give me a better header/payload ratio.
Thanks!
Aaron
Lee Salzman wrote:
The library was developed and tuned for 56K modem usage,
perhaps which is
sort of a joke in this day and age. :)
There is no particular roadmap for new features. The library
has just grown stuff
as Sauerbraten has needed the features. Thus, it tends to be
rather stable over
time, and it's even pretty safe to fork the code or do
whatever with it rather than
treat it as a normal library because of that.
Lee
Aaron Boxer wrote:
Thanks. How much testing has been done under high packet
loss?
Also, in general, what are the known issues with the library?
Is there a roadmap for new features?
Thanks again
Lee Salzman wrote:
It uses pings or reliable packets to measure the mean
round trip time for the connection.
Any excessive deviation from this causes a throttle to
oscillate up or down, which regulates
how often ENet will drop unreliable packets to reduce
bandwidth usage.
Lee
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