Yes, is true, but one of my students developed a multiplayer game with non-persistent SO and is faster than persistent SO. The result, we reprograming the code to call functions, and the difference was better. The enviroment: FMS. I think Red5 is the same result.
Atte Ruben Sainz de la Maza AFIP - Dto Internet -----Mensaje original----- De: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] En nombre de Joachim Bauch Enviado el: MiƩrcoles, 13 de Diciembre de 2006 01:33 p.m. Para: [email protected] Asunto: Re: [Red5] Game Development Ruben Sainz de la Maza schrieb: > SO has delay, because they write on disk. > The best way is make a call to a funciton on the server who calls all > clients and pass the data. This is faster tham shared object. You could also use non-persistent SOs. They aren't written to disk and should be faster (if your disk is the limiting factor - which I doubt). Joachim _______________________________________________ Red5 mailing list [email protected] http://osflash.org/mailman/listinfo/red5_osflash.org
