Last change
on this file since 7433 was
7328,
checked in by adrfried, 14 years ago
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original enet source included
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1 | /** |
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2 | @page FAQ Frequently Answered Questions |
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3 | |
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4 | @section Q1 Is ENet thread safe? |
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5 | |
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6 | ENet does not use any significant global variables, the vast majority |
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7 | of state is encapsulated in the ENetHost structure. As such, as long |
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8 | as the application guards access to this structure, then ENet should |
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9 | operate fine in a multithreaded environment. |
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10 | |
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11 | @section Q2 Isn't ENet just re-inventing TCP?! What's the point? |
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12 | |
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13 | In a perfect world, that would be true. But as many have found, using |
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14 | TCP either in lieu of or in conjunction with UDP can lead to all kinds |
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15 | of nightmares. TCP is a good, solid protocol, however it simply isn't |
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16 | up to the task of real-time games. Too much of TCP's implementation |
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17 | dictates a policy that isn't practical for games. If you want to use |
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18 | TCP, then do so -- this library is for people that either don't want |
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19 | to use TCP or have tried and ended up being discouraged with the |
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20 | performance. |
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21 | |
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22 | */ |
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23 | |
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24 | |
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