One thing you could do is work with ENet _exclusively_ on a separate thread. This way you can prevent issues with e.g., stuttering, or the rendering severely lowering the network's processing.
2010/11/5 Nicholas J Ingrassellino <[email protected]> > With any game-- and most real-time applications, for that matter-- you > will always want some kind of *rest(1)* (to rest ~one millisecond). This > saves CPU cycles, batteries, and makes fans less noisey. My latest ENet game > does it this way: > > *while ( !_main_loop_exit ) { > while ( enet_host_service(client, &event, 0) > 0 ) { > ... > } > > logic(); > display(); > ** > rest(1); > } > * > > > The biggest up side of ENet not wasting time waiting for something to > happen is other time-critic sections of code have a chance to do something > without having to wait (as is implied by this statement my application is > single-threaded). As long as the other code does not take too long this > allows ENet to check for a new events a hell of a lot of times each second > (as is bound by the CPU). > > > ------------------------------ > > Nicholas J Ingrassellino > LifebloodNetworks.com <http://www.lifebloodnetworks.com/> || > [email protected] > > "The idea that I can be presented with a problem, set out to logically > solve it with the tools at hand, and wind up with a program that could not > be legally used because someone else followed the same logical steps some > years ago and filed for a patent on it is horrifying." > - John Carmack on software patents > > On 11/05/2010 12:28 PM, Вячеслав Блинников wrote: > > I tried to set "0" but in such case cycle with "enet_host_service()" > consumes 100% of processor's power. > I did not understood the phrase "I haven't noticed any performance > issues with ENet" - you meant that there is nothing faster then ENet? > > 5 ноября 2010 г. 19:21 пользователь Ruud van Gaal <[email protected]> > <[email protected]> написал: > > I always use 0 for the enet_host_service() delay. And as for delays, I > haven't noticed any performance issues with ENet, although I'm doing a game > where framerate is very important. > Ruud > > _______________________________________________ > ENet-discuss mailing > [email protected]http://lists.cubik.org/mailman/listinfo/enet-discuss > > > _______________________________________________ > ENet-discuss mailing list > [email protected] > http://lists.cubik.org/mailman/listinfo/enet-discuss > >
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