Hi Lee and others,
I just wanted to mention quickly that I have now made my first networked game
exclusively with ENet, and I must say that I am highly impressed with the
performance and stability of the whole system. I integrated ENet into my
scriptable game engine, which means that it is actually a script that does all
the network processing and this works flawlessly. ENet has exceeded all my
expectations and a little more. As an example, I once accidentally forgot to
reset the timer that controlled how often network states were sent over the
connection. It took me at least 5 or 6 test runs to notice that anything was
wrong, however, as ENet's dynamic throttle apparently kicked in and fixed
things. Only a few times did I get a mysterious lag, which later turned out to
be because of the above-mentioned reason. This only goes to show that even when
the writer does stupid things like sending some 60 or 70 bytes once every 5
milliseconds which is what I ended up doing, ENet still recovers admirably. I
thus want to express my sincere gratitude to Lee and any other contributors for
making such an outstanding library.
Thank you!
Kind regards,
Philip Bennefall
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