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source: code/branches/shaders/src/external/enet/docs/FAQ.dox @ 10051

Last change on this file since 10051 was 7459, checked in by adrfried, 14 years ago

Merged ipv6 branch

Orxonox now includes a modified version of ENet 1.3.0

  • Property svn:eol-style set to native
File size: 910 bytes
Line 
1/**
2 @page FAQ Frequently Answered Questions
3
4@section Q1 Is ENet thread safe?
5
6ENet does not use any significant global variables, the vast majority
7of state is encapsulated in the ENetHost structure.  As such, as long
8as the application guards access to this structure, then ENet should
9operate fine in a multithreaded environment.
10   
11@section Q2 Isn't ENet just re-inventing TCP?!  What's the point?
12
13In a perfect world, that would be true.  But as many have found, using
14TCP either in lieu of or in conjunction with UDP can lead to all kinds
15of nightmares.  TCP is a good, solid protocol, however it simply isn't
16up to the task of real-time games.  Too much of TCP's implementation
17dictates a policy that isn't practical for games.  If you want to use
18TCP, then do so -- this library is for people that either don't want
19to use TCP or have tried and ended up being discouraged with the
20performance.
21
22*/
23
24
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