![]() ![]() You can use C to pass data between these separate threads, but at some point really fast, you might as well be coding your own game in a compiled language rather than using mods. This should allow 5-10x more mobs on multiplayer and even singleplayer servers. This is dumb and in the near future we will only look for entities that are close to us. This function is done by the server going through every entity on the entire server at that moment and making a list of everyone within 10 meters. Let's say we need an alligator to look for nearby players within 10 meters. (and allow for things like airplanes and cars that are as responsive as walking).Įntities (mobs) are slow: They are because we do stupid things right now for how we update them. But this will open up a lot more responsive gameplay in the nearish future. This could be done client side and we are moving that direction, we just have to keep things safe. When you hop in a boat and hit the left key to turn, the server has to listen and update your speed and position every step it possibly can. Right now to switch your gravity, the server has to tell you. Perceived Movement Lag: So let's take physics as an example. So you can use a local program you write in your language of choice to run that simulation for you and minetest is more a viewer for your simulation. We use minetest to access multiple types of databases on the back end. mapblock generation is now independent and multithreaded, but let's say you want to run a huge simulation in minetest. Map Updates: We have already made emerge-threads a thing, I.e. The current solution will probably meet your needs better soon without multithreading: So you're on the right track in some ways, I'm curious where you are hitting performance bottle necks. ![]()
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