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author | eihrul <eihrul> | 2004-10-20 17:17:51 +0000 |
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committer | eihrul <eihrul> | 2004-10-20 17:17:51 +0000 |
commit | 3010e46b47c36a25f44c80b31daaf887ab1d8de5 (patch) | |
tree | f64bced38da8159f0eb70a09eb8863a417d59ef5 /docs/FAQ.dox | |
download | enet-3010e46b47c36a25f44c80b31daaf887ab1d8de5.tar.gz enet-3010e46b47c36a25f44c80b31daaf887ab1d8de5.zip |
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diff --git a/docs/FAQ.dox b/docs/FAQ.dox new file mode 100755 index 0000000..484b818 --- /dev/null +++ b/docs/FAQ.dox @@ -0,0 +1,24 @@ +/** + @page FAQ Frequently Answered Questions + +@section Q1 Is ENet thread safe? + +ENet does not use any significant global variables, the vast majority +of state is encapsulated in the ENetHost structure. As such, as long +as the application guards access to this structure, then ENet should +operate fine in a multithreaded environment. + +@section Q2 Isn't ENet just re-inventing TCP?! What's the point? + +In a perfect world, that would be true. But as many have found, using +TCP either in lieu of or in conjunction with UDP can lead to all kinds +of nightmares. TCP is a good, solid protocol, however it simply isn't +up to the task of real-time games. Too much of TCP's implementation +dictates a policy that isn't practical for games. If you want to use +TCP, then do so -- this library is for people that either don't want +to use TCP or have tried and ended up being discouraged with the +performance. + +*/ + + |