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DwoggurdFri 17-Apr-09 04:25 AM
Member since 20th Jan 2004
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#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).

  

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TopicCF Performance [View all] , Zulghinlour, Fri 17-Apr-09 12:17 AM
Reply FYI:, Daevryn, 24-Apr-09 01:27 PM, #10
Reply RE: FYI:, Isildur, 24-Apr-09 02:04 PM, #11
     Reply RE: FYI:, Daevryn, 24-Apr-09 02:24 PM, #12
          Reply Mmmm...Thunderdome (n/t), Zulghinlour, 24-Apr-09 02:46 PM, #13
          Reply What language would you use? /nt, Rodriguez, 24-Apr-09 05:13 PM, #14
          Reply Probably C#, Daevryn, 24-Apr-09 05:20 PM, #15
               Reply Dude, N b M, 24-Apr-09 07:58 PM, #16
                    Reply C (n/t), Zulghinlour, 24-Apr-09 08:09 PM, #17
          Reply Two bits enter, one bit leaves! nt, vargal, 25-Apr-09 05:06 AM, #18
Reply I sort of posted about this several years ago., Dallevian, 18-Apr-09 12:05 PM, #9
Reply Thanks Zulgh, definitely noticed the improvement. n/t., TheDude, 17-Apr-09 09:34 PM, #8
Reply Another thought, Dwoggurd, 17-Apr-09 04:25 AM #4
Reply RE: Another thought, Zulghinlour, 17-Apr-09 12:43 PM, #5
     Reply Re, Dwoggurd, 17-Apr-09 06:05 PM, #7
Reply RE: CF Performance, Isildur, 17-Apr-09 12:30 AM, #1
     Reply RE: CF Performance, Zulghinlour, 17-Apr-09 12:34 AM, #2
          Reply RE: CF Performance, Asthiss, 17-Apr-09 01:53 AM, #3
          Reply RE: CF Performance, Isildur, 17-Apr-09 12:44 PM, #6
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