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<p class=MsoNormal><span style='font-family:"Calibri","sans-serif";color:#1F497D'>I
agree; sending 800x600 packets each frame is really a bad algorithm. ENet is
targeted at a decent amount of packets flying around in a typical multi-user
game. Doing 500,000 packets per frame is never going to work nicely, with ENet,
TCP or anything. Just do at least a bit of tiling. ENet is not the problem
here.<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-family:"Calibri","sans-serif";color:#1F497D'><o:p> </o:p></span></p>
<p class=MsoNormal><span style='font-family:"Calibri","sans-serif";color:#1F497D'>Ruud<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-family:"Calibri","sans-serif";color:#1F497D'><o:p> </o:p></span></p>
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<p class=MsoNormal><b><span style='font-size:10.0pt;font-family:"Tahoma","sans-serif";
color:windowtext'>From:</span></b><span style='font-size:10.0pt;font-family:
"Tahoma","sans-serif";color:windowtext'> enet-discuss-bounces@cubik.org
[mailto:enet-discuss-bounces@cubik.org] <b>On Behalf Of </b>Lee Salzman<br>
<b>Sent:</b> Monday, September 27, 2010 3:11 AM<br>
<b>To:</b> Discussion of the ENet library<br>
<b>Subject:</b> Re: [ENet-discuss] CPU Usage<o:p></o:p></span></p>
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<p class=MsoNormal><o:p> </o:p></p>
<p class=MsoNormal>But that is sort of my point. The reason ENet is sucking is
because you are bombarding it with a really silly amount of packets exactly
because of how you are doing things. I would rather encourage you to use
unreliable tiles of the screen that fit in 1KB unreliable packets, as anything
else is going to cause symptoms you are observing, i.e. lots of CPU wastage
crawling over huge packet lists.<br>
<br>
Lee<br>
<br>
On 09/26/2010 05:35 PM, Nicholas J Ingrassellino wrote: <o:p></o:p></p>
<p class=MsoNormal>Blunt is good.<br>
<br>
My disclaimer in my first message was meant to pose this as an experiment. This
is a proof of concept kind of thing and nothing more. The idea is to develop an
alternative to sending hold frames (or only the deltas). Much like VoIP does
not suffer from some missing data I want to do a little work on how much an
image would suffer from the smallest discrete unit (a pixel) missing
unexpectedly. Look at my experiment as anything other than academic-- or a what
if-- and you miss the point.<br>
<br>
<b>This is purely a exercise of the mind with a little code to back it up.</b><br>
<br>
Compression and related topics will come later when I have the basics figured
out.<o:p></o:p></p>
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<p class=MsoNormal><o:p> </o:p></p>
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<p><b>Nicholas J Ingrassellino<br>
<a href="http://www.lifebloodnetworks.com/" target="_blank"><span
style='text-decoration:none'>LifebloodNetworks.com</span></a></b> || <a
href="mailto:nick@lifebloodnetworks.com"><span style='text-decoration:none'>nick@lifebloodnetworks.com</span></a><o:p></o:p></p>
<p><span style='font-size:9.0pt'>"<i>The idea that I can be presented with
a problem, set out to logically solve it with the tools at hand, and wind up
with a program that could not be legally used because someone else followed the
same logical steps some years ago and filed for a patent on it is horrifying.</i>"<br>
- <b>John Carmack</b> on software patents<o:p></o:p></span></p>
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<p class=MsoNormal><o:p> </o:p></p>
<p class=MsoNormal><o:p> </o:p></p>
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