Cost of performance? Because of a few bytes per payload? That's not a performance cost, it won't be visible to anyone except yourself.
That's premature optimization.

On 2012-05-24 18:04, Emmanuel Rivoire wrote:
Hello James,

you're totally right for the general case.
But my problem is that my game works nicely right now on Windows.
I want to add Mac OSX support for online, but if it comes with a cost of performance on the Windows side, my Windows user will crucify me... :-S (and nearly 90% of my users are on Windows) So I have to think about performance 1st, to be sure I can take the ENet road.

Making the online mode platform dependant is also not a solution, because there are not enough Mac OSX users to make a lively online mode.

At 22:40 24/05/2012, you wrote:
Emmanuel, It sounds like you have previous networking experience so perhaps I am off, but I think you should worry about these issues after you get your platform is up and running. Optimizing first is often wasted effort, I find it hard to believe such optimizations are worth the time. And as others have mentioned, if you need such fine control and optimization enet is probably not for your application.

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