Flayra: Server Optimization Trick...maybe.
Green_Meat
Join Date: 2002-11-06 Member: 7331Members
<div class="IPBDescription">Check me if I'm wrong....</div> It occured to me while building some DCs that they were all on their own cycles. They all pulse and give life at different times depending on when they were completed. The same goes for resource towers and sentry guns I think. What if you consolidated their cycles into one routine that would update them all at once, instead of tracking the process of each one. Could this possibly lighten the load on the servers a little? Is this already being done, and your master skills have made it seem otherwise?
*Disclaimer: I know absolutely jack-$hit about coding and to me you are a Tech God, so if you stike me down with a lightning bolt while laughing "HA HA HA! Puny mortal!" I'll completely understand.
If by some miracle, it IS a help, AND you haven't thought of it already, AND it isn't impossible to do without completely rebuilding the code (any Professional Vegas Gamblers out there?), then the backstory would be simple: The Hives pulse in unison and feed the bacteria out to the DCs in waves. Same could be said about RTs also. The Nanobots are created and released in batches, thus all of the RTs pulse in unison. The sentry guns aren't atonomous and rely on the Turret Factory which is plugged into the grid, so you say they are all linked into the nano-grid and thats why they are all syncronized.
One last comment:
BEST. GAME. EVER.
Big Thanks to you and your team for building a masterpice.
Gun_Sgt_Hartman
"'Bow, kneel, KNEEL!' It's all ever get from you people. You come to me with nothing, and I give you Superman." - Lex Luthor
"Why do you speak to me this way, when you know I will kill you for it?" - Gen. Zod
*Disclaimer: I know absolutely jack-$hit about coding and to me you are a Tech God, so if you stike me down with a lightning bolt while laughing "HA HA HA! Puny mortal!" I'll completely understand.
If by some miracle, it IS a help, AND you haven't thought of it already, AND it isn't impossible to do without completely rebuilding the code (any Professional Vegas Gamblers out there?), then the backstory would be simple: The Hives pulse in unison and feed the bacteria out to the DCs in waves. Same could be said about RTs also. The Nanobots are created and released in batches, thus all of the RTs pulse in unison. The sentry guns aren't atonomous and rely on the Turret Factory which is plugged into the grid, so you say they are all linked into the nano-grid and thats why they are all syncronized.
One last comment:
BEST. GAME. EVER.
Big Thanks to you and your team for building a masterpice.
Gun_Sgt_Hartman
"'Bow, kneel, KNEEL!' It's all ever get from you people. You come to me with nothing, and I give you Superman." - Lex Luthor
"Why do you speak to me this way, when you know I will kill you for it?" - Gen. Zod
Comments
*Disclaimer: I know absolutely jack-$hit about coding and to me you are a Tech God, so if you stike me down with a lightning bolt while laughing "HA HA HA! Puny mortal!" I'll completely understand.
BEST. GAME. EVER.
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amen. flay is god!
i wonder what he has to say about this?
His status as a God is kind of a given at this point.
GSH
"Ray! If someone asks you if your a God, YOU SAY YES!" - Winston Zedimore
I am pretty sure the operation of the entities is server side, while the animation etc. is of course client side.
GSH
"Now, don't you know that when a flashlight hits the ground, it makes a completely different sound than a revolver? Now, do exactly as I say, before I pull this trigger and change the way you feel about me." - Keith David
Changing this to a system where they all pulse at the same time should be relatively easy but doesnt offer any particular performance gain unfortunately <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> - it wont actually reduce the number of operations performed, just change it so they are all performed at the same time - presuming that it works how I think it does that is...
The problem is that there is the potential for an almost unlimited amount of entities on each level - each building you make is a new entity with its own thread (A thread is code that will run for each instance of the object, independantly to the main code). This is why you may have noticed that pings get higher and higher through the game as more buildings are built.
So who knows if it is causing the CPU to be used more; I myself kinda doubt it.
HLDS and HLDS_l don't support SMP
GSH
"Dude, it's just a game." - Anonimous NS_Player
"I know, people keep telling me that." - Me
"Don't just stand there gawking like you ain't ever seen the hand of God before!" - Sgt. Major (Monty Pythons - The Meaning of Life)
yay, but if u say it's not a big thing, we trust yooooooo!