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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