Quote:Original post by Anonymous Poster
Raknet doesn't have many of the high level networking features and bandwidth optimizations that TNL has.
could you maybe back this up with some proof? even just quoting the docs would be fine.
Quote:Original post by Anonymous Poster
Raknet doesn't have many of the high level networking features and bandwidth optimizations that TNL has.
Quote:Original post by graveyard fillaQuote:Original post by Anonymous Poster
Raknet doesn't have many of the high level networking features and bandwidth optimizations that TNL has.
could you maybe back this up with some proof? even just quoting the docs would be fine.
Quote: I created network library by using DirectPlay sometime back, but now, I have to implment it with some better network library, preferably a low level network library.
Quote:Original post by markf_gg
In particular I would look at the object state and partial state replication mechanisms of TNL, as well as state update ordering (see http://opentnl.sourceforge.net/doxydocs/fundamentals.html). Also, TNL's RPC support is substantially more useful than RakNet's -- given that it encodes the parameters passed in the RPC as well as just the function invocation.
If your game doesn't require absolutely optimal use of available bandwidth, it probably doesn't matter which library you use, but if bandwidth is going to be an issue, TNL's focus on maximizing the available bandwidth will make a difference.
Disclaimer -- I wrote most of TNL.
Quote:Original post by graveyard filla
well, realistically, if you are worried about bandwith, you would hand-carve your packets anyway, and not use the "auto syncing" tools these high level libs provide. at least, i dont use them because i am cautious of bandwith..
also, arguably RPC's dont really have that much of a place in networked games..
discalimer -- im relatively new to all this [smile].