I have been busy with a RTS engine for space games and its working very well.
During some tests and trials with multiple computers I ran into this this strange oddity which I accidentally discovered only effects the machine running the construct 2 application.
Example/info:
I tend to start the host when I launch the previewer from the construct 2 app.
I was testing the host CPU usage, when 2 players had each roughly 15 vessels ....
The peer was/is on another computer in the same network.
The host runs smooth, up until the peer connects and then it somewhat seemed like ~30-40% more CPU usage then the peer.
Which annoys me, as I have designed my engine to distribute the load between peers and host.
I had expected the host and peer to run with about the same CPU %, which it didn't.
After some pointless tweaking and restarting the previewer I accidentally made the other computer in the network the host, making the computer having the construct 2 app, become peer.
Surprise surprise .... the peer (computer with construct 2 running on it) suddenly had the ~30-40% more CPU usage then anticipated, and the Host on the other system, ran with the low CPU usage, which I was expecting in the first place.
Sooooooo ......
I hooked up another system in my network, and started a game between 2 computers in the network, not including the computer running the construct 2 application.
And wow ... the game ran smooth as can be ... both systems low CPU usage .... as expected ....
But now my questions is, why is this ? how come the system running the Construct 2 application adds to the CPU usage ?
Perhaps I am overseeing something obvious ...
TLDR;
A system running the construct 2 application, adds quite a bit of CPU % usage to the CPU usage indicator in the debugger.
At least where multiplayer is involved and a peer connected.
Why ?