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Re: [pygame] SOC Proposal: Networking for Pygame



On 5/9/06, Brian Fisher <brian@xxxxxxxxxxxxxxxxxxx> wrote:
On 5/8/06, Rene Dudfield <renesd@xxxxxxxxx> wrote:

> Latency is the other main reason to do networking in another thread.
> If your game is going at 20fps-60fps or whatever, then it means you
> are adding 1/20th-1/60th of a second latency to all networking every
> frame.
>
All you are talking about is the latency it takes to get the packets
in some other buffer to be read. What's the point in decreasing that
latency if you are only going to be reading the other buffer once a
frame? the true packet latency is still the frame rate either way.


That's a good point. I think the networking should be able to be separate if wanted. With the default mode using the event queue. Having it also separate gives these advantages: - Best possible latency. - Can make a headless server version. - Allow those that don't want to use the event queue to use it.