Dwoggurd | Fri 17-Apr-09 04:25 AM |
Member since 20th Jan 2004
668 posts
| |
|
#24461, "Another thought"
|
Several big functions may not fit 0.25s (a pulse time?). Did you guys consider splitting them into several smaller pieces and spear across different pulses within a tick? For example you could update all characters and mobile hps at a tick front and move mobiles in the next pulse. Then update weather and area repops in a consequent pulse, etc? While, certainly, some things can't be split, I think there are opportunities where you could actually do different updates in different pulses even if it implies slightly changed game mechanics (different != bad).
|
|
|
CF Performance
[View all] , Zulghinlour, Fri 17-Apr-09 12:17 AM
FYI:,
Daevryn,
24-Apr-09 01:27 PM, #10
RE: FYI:,
Isildur,
24-Apr-09 02:04 PM, #11
RE: FYI:,
Daevryn,
24-Apr-09 02:24 PM, #12
Mmmm...Thunderdome (n/t),
Zulghinlour,
24-Apr-09 02:46 PM, #13
What language would you use? /nt,
Rodriguez,
24-Apr-09 05:13 PM, #14
Probably C#,
Daevryn,
24-Apr-09 05:20 PM, #15
Dude,
N b M,
24-Apr-09 07:58 PM, #16
C (n/t),
Zulghinlour,
24-Apr-09 08:09 PM, #17
Two bits enter, one bit leaves! nt,
vargal,
25-Apr-09 05:06 AM, #18
I sort of posted about this several years ago.,
Dallevian,
18-Apr-09 12:05 PM, #9
Thanks Zulgh, definitely noticed the improvement. n/t.,
TheDude,
17-Apr-09 09:34 PM, #8
Another thought,
Dwoggurd,
17-Apr-09 04:25 AM #4
RE: Another thought,
Zulghinlour,
17-Apr-09 12:43 PM, #5
Re,
Dwoggurd,
17-Apr-09 06:05 PM, #7
RE: CF Performance,
Isildur,
17-Apr-09 12:30 AM, #1
RE: CF Performance,
Zulghinlour,
17-Apr-09 12:34 AM, #2
RE: CF Performance,
Asthiss,
17-Apr-09 01:53 AM, #3
RE: CF Performance,
Isildur,
17-Apr-09 12:44 PM, #6
| |
|