[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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