[ENet-discuss] Questioning a server without connecting to it
Stefan Lundmark
stefanlun at hotmail.com
Thu May 24 11:00:16 PDT 2012
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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