From 3010e46b47c36a25f44c80b31daaf887ab1d8de5 Mon Sep 17 00:00:00 2001 From: eihrul Date: Wed, 20 Oct 2004 17:17:51 +0000 Subject: Initial revision --- docs/FAQ.dox | 24 ++++++++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100755 docs/FAQ.dox (limited to 'docs/FAQ.dox') 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. + +*/ + + -- cgit v1.2.3