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<DIV><FONT face=Arial size=2>Hi Lee and others,</FONT></DIV>
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<DIV><FONT face=Arial size=2>I just wanted to mention quickly that I have now
made my first networked game exclusively with ENet, and I must say that I am
highly impressed with the performance and stability of the whole system. I
integrated ENet into my scriptable game engine, which means that it is actually
a script that does all the network processing and this works flawlessly. ENet
has exceeded all my expectations and a little more. As an example, I once
accidentally forgot to reset the timer that controlled how often network states
were sent over the connection. It took me at least 5 or 6 test runs to notice
that anything was wrong, however, as ENet's dynamic throttle apparently kicked
in and fixed things. Only a few times did I get a mysterious lag, which later
turned out to be because of the above-mentioned reason. This only goes to show
that even when the writer does stupid things like sending some 60 or 70
bytes once every 5 milliseconds which is what I ended up doing, ENet still
recovers admirably. I thus want to express my sincere gratitude to Lee
and any other contributors for making such an outstanding library.</FONT></DIV>
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<DIV><FONT face=Arial size=2>Thank you!</FONT></DIV>
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<DIV><FONT face=Arial size=2>Kind regards,</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Philip Bennefall</FONT></DIV></BODY></HTML>