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Posted: Tue Dec 04, 2007 9:26 pm
by x3n
I never used something like that, but it seems like you've found a solution, so: Well done :)

Posted: Tue Dec 04, 2007 9:34 pm
by greenman
Altough we solved this problem now (had to put operator< into namespace std), we are confronted with another question now:
Which compression library to take.
Does anyone know an efficient and very fast library for compression of bytestreams?

edit: I think we'll go for zlib, as it's used by gzip, which is really widespread and used.

Posted: Thu Dec 13, 2007 2:02 pm
by patrick
Yes, go for zlib. It's fast and stable.

Posted: Mon Dec 17, 2007 10:21 am
by greenman
Status update:
- Compression, diff and gamestate handling is implemented now (not tested yet, because we can't :( )
- Implemented a class BaseEntity which is synchronisable and implements a simple ogre entity with a mesh.

Greets!

Posted: Tue Dec 18, 2007 6:12 pm
by 1337
I have got a question on a big problem I'm experiencing since yesterday, and I think it has something to do with the network:

My laptop can only deliver my a slideshow with about 4 Pictures per Second. And the performance surely isn't the problem.

Probably something with windows. I already substituted usleep(10) with usleep(1000) in Orxonox.cc because usleep(x) --> Sleep(x/1000) under Windows. And 10/1000 = 0. But that wasn't it.

What could it possibly be?

Posted: Tue Dec 18, 2007 10:14 pm
by chrigi
Gprof, or the kde app kprof might help to find out where the program spends his time.

http://www2.inf.fh-bonn-rhein-sieg.de/~ ... _gprof.pdf