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




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