Wow, programming sucks. I am going to forget this crazy non-sense and follow my childhood dream: I am going to be a professional dinosaur.

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Nicholas J Ingrassellino
LifebloodNetworks.com <http://www.lifebloodnetworks.com/> || [email protected] <mailto:[email protected]>

"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."
- John Carmack on software patents


On 09/27/2010 04:53 PM, Jay Sprenkle wrote:
The overhead goes up as the packet size goes down. Check out this write up for the gory details in an entertaining story: http://www.tamos.net/~rhay/overhead/ip-packet-overhead.htm <http://www.tamos.net/%7Erhay/overhead/ip-packet-overhead.htm>


On Mon, Sep 27, 2010 at 3:33 PM, Nicholas J Ingrassellino <[email protected] <mailto:[email protected]>> wrote:

    This just inspired me to do another test.

    I am now only sending 1 out of every ~10,000 pixels. It still
    takes about half of one second to receive ~50 pixels (7 byte
    packets per pixel). All the CPU usage is on the client, not the
    server. I am very familiar with this graphics library (Allegro)
    having used it many times before. If I receive, discard the
    packets, and do not render the pixels my CPU usage remains at
    ~100% leading me to believe it is /enet_host_service()/ and not
    something having to do with rendering data onto the screen.

    Is ~350 bytes split into ~50 unreliable, unsequenced packets still
    too much?



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