As I reported in previous e-mail, I am working on an application browser to run games across the internet from a server, by basically adding a networking layer to SDL. I had found that an RPC model for communications to be too slow, and I went to a messaging model. This is an order of magnitude faster, but I ran into a new problem. If the system has paused and the screen is not updating and waits for inpout then you can hardly tell the difference between a network app, and a local app. What I mean is that if it draws a bunch of stuff, then stops and waits for input it is very fast (say for a strategy game). However, in a system where the screen is constantly updating (such as animation) that is waiting for an event such as a mouse click, when you respond to the event, there is still a bunch of messages in front of it to process (because the application is spewing out lots of messages back to the browser to do the running animation), and so there is a very noticable delay to react to the event as it processes the existing screen updates first. I do not buffer the messages so they must be getting buffered in the TCP stack itself. I am thinking that I may have to have a second socket, that is a priority channel, but I am not sure yet. I am not happy with the complexity of this approach. Anyone else have any ideas? Chris -- E-Mail: Chris Nystrom <cnystrom@xxxxxxxxx> Business: http://www.shaklee.net/austin Blog: http://conversazione.blogspot.com/ AIM: nystromchris