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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