I've read several interesting discussions about lag in online games. They tried to avoid sending that much network traffic if possible for many reasons.
On Tue, Nov 23, 2010 at 4:22 PM, Chris Meub <[email protected]> wrote: > Does anyone have experience using enet with a multiplayer game sending > reliable packets ~20 times a second or more? > I imagine most people sending that many packets are using unreliable. > > On Sun, Nov 21, 2010 at 6:01 PM, Lee Salzman <[email protected]> wrote: > > No, the point is to get all available packets in this frame and not > stall, > > i.e. it is polling. You wouldn't use a non-zero timeout in a game's > client > > loop like that. > > >
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