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by Paul Stovell via Paul Stovell on 1/2/2011 2:00:00 PM
I'm still experimenting with building games, and one of my projects is a little client/server game. Rather than using WCF and dealing with the leaky abstractions, I decided to write something small and custom.
Pigeon is an alternative to WCF designed for high throughput.
It uses raw TCP sockets
It uses Google Protocol Buffers to keep messages small
It is asynchronous
The code is on BitBucket
On my local machine, WCF NetTcpBinding maxes out at about 10,000 messages/second, while Pigeon ach
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