[ENet-discuss] Questioning a server without connecting to it

Stefan Lundmark stefanlun at hotmail.com
Sun May 27 02:59:41 PDT 2012


I rest my case Emmanuel, all the best of luck to you.

On 2012-05-27 11:37, Emmanuel Rivoire wrote:
> Hello,
>
> At 15:25 27/05/2012, you wrote:
>> I'm sorry but that's not how it works. There are very good papers out 
>> there (from the makers of the Unreal Networking Engine, Source and 
>> TNL) where you can get a good idea of different design choices that 
>> you have to make.
>> In any case, you don't have to make your choice now. You can change 
>> your tickrate at any time, if you're not happy about it.
>>
>> Your 20 * 32 figure is incorrect, of course. You assume each client 
>> only is within scope of itself. The real figure is much larger.
>
> So you say there are more than 20 * 32 packets sent by the server when 
> there are 32 clients, and that it depends of the players surrounding ?
> Are you sure you know what you're talking about ?
> If there's more or less to report at each tick, then it'll change the 
> packet size, not the number of total packets.
>
> The send tick rate can be modified, but I was only talking about the 
> default value of Counter Strike. I assume, maybe wrongly, it's the one 
> usually used.
> Anyway, even if the usual tick rate is 30 per second instead of 20, 
> then it's all the more against "60Hz is basically an insane network 
> rate" .
>
>
>> But I think you made up your mind even before you came asking, so it 
>> doesn't matter.
>
> The thing is I didn't come here to ask anything about my network design.
> I just asked how to reduce ENet header overhead, and people started to 
> tell me that I shouldn't worry about that and that I couldn't send 60 
> packets per second, that it was "insane network rate" and wouldn't 
> work, and that basically I was doing everything wrong.
>
> But I'm doing this in my games since more than _6_ years, and it's 
> working _fine_ ..!
> I got thousand of players every month and connections are as smooth as 
> Internet allows them to be.
>
> So no, I don't have to make my choices now, I did them more than 6 
> years ago and I'm quite happy with them.
> I don't need to talk about them, but I'm happy to explain them to 
> people who wants to hear them, thinking I can share my experience.
> So I tried to explain that to guys who talked about design around 
> here, so they'd understand my way to do things, but looks like the 
> message isn't passing so well, at least to some of them, might be due 
> to packet loss... ;-)
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