FWIW, in my case I fall back to polling every 10s in case websockets are not supported. However, as soon as IE9 penetration drops to an insignificant level I will stop with fallbacks.
On Tue, Jul 15, 2014 at 7:11 PM, <andr...@itship.ch> wrote: > Seems like we have a similar goal, Amaury! Cool :) > >> On Mon, Jul 14, 2014 at 03:52:42AM -0700, Amaury Hernández Águila wrote: >>> Yeah that would be nice. So, isn't that a good reason to have websockets >>> in >>> PocoLisp? >> >> I would not say so. In a video game you have so much continuous >> communication going on (most notably the stream of image frames), that >> you don't need an extra channel. >> -- >> UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe >> > > Online games don't work by feeding single frames to clients. There are now > a few companies trying to get this alive - like video streaming for games > - but this not working fluently as the amount of data to transfer when > rendering images on the server is just too big to have a reasonable > latency for real-time-games (in opposite to turn based games). > > The continuous communication in a online game is chat and game logic > messages - user input going up to the server, and results of that inputs > together with results of behaviour from other agents going down to client