Would TWserversocket, when implemented correctly, be able to run an online game with +/- 1000 connection/players, using tcp/ip?
The Mmorpg is semi-realtime where each connection send an average of 6 short packets (< 50bytes/packet) per second. My server is a 2.8 Ghz 1mb ram and needs to runs a mysql database on the localhost as well, to store/autosave player data. vult www.endless-online.com -- To unsubscribe or change your settings for TWSocket mailing list please goto http://www.elists.org/mailman/listinfo/twsocket Visit our website at http://www.overbyte.be