G
Guest
So I've been tasked with writing a UDP client/server. I finished writing the client/server in C# and now I've been told that it should be written in C++ for scalability (speed). This is for a MMORPG game (Massive Multiplayer Online) so the code must be blazing fast and scalable
I wonder - is there that much of a difference in writing this client/server in C++ using WinSock 2.2 as far as speed and scalability is concerned to warrant writing a new client/server? I'm passing about 50 serialized objects back and forth from client/server/client/etc. .
I wonder - is there that much of a difference in writing this client/server in C++ using WinSock 2.2 as far as speed and scalability is concerned to warrant writing a new client/server? I'm passing about 50 serialized objects back and forth from client/server/client/etc. .