Ruslan Pyrch

Results 45 comments of Ruslan Pyrch

@Sewer56 this increases complexity of library support to reduce size just by 25kb? I don't think this has much sense.

@Inurias most source/unreal like game engines use unreliable for almost all messages. When you need more channels this can be sign of strange architecture

@Inurias they don't use reliable channels. Reliable channels can be used for send initial data. Later engine sends unreliable packets with ticks inside (look at Source(engine by Valve) documentation). And...

@Inurias when you send inputs from player you also send last received (and interpolated) server ticks - this will be your acknowledgement. Same from server when you send delta to...

> It's a cleaner approach to continuously process the events for server. For a high loaded server, we do not have to make the thread sleep when it shouldn't For...

@Bradsama maybe you trying resolve IPv6 address in IPv4 context or vice versa. Try resolve IP of "trdm.duckdns.org" in separate call using `ResolveAddress(string hostStr, AddressFamily addressFamily)` in NetUtils

@jim-kirisame try bind to specific address (address of your network card). To get local address list you can use NetUtils.GetLocalIpList

@lzaiats Hi! > ? If you need I can share the code :) Can you show minimal sample code that works slower than Lidgren-old?

@lzaiats thank you! I will investigate this. Something wrong with send speed.

@lzaiats high memory consumption caused by packet pooling. I think i must add some limits to pooled packets.