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drainedman

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    drainedman got a reaction from Anaximander in Server tech   
    I feel its misguided to think about programming languages in this manner (x or y is slow we can't use it).
     
    Whilst I don't care for Python I don't believe it necessarily has a huge impact on speed - IDK maybe this is an issue with beginners but consider that experienced developers should usually understand how to use higher level languages without performance impact.
     
    It might be that only 1% of the processing power is spend with Python that does 99% of the game logic. Putting game logic into C++ would not only take far longer to develop but would be such a minimal gain (e.g. 3x of 1%) its simply not worth it.
  2. Like
    drainedman reacted to drainedman in Server tech   
    I feel its misguided to think about programming languages in this manner (x or y is slow we can't use it).
     
    Whilst I don't care for Python I don't believe it necessarily has a huge impact on speed - IDK maybe this is an issue with beginners but consider that experienced developers should usually understand how to use higher level languages without performance impact.
     
    It might be that only 1% of the processing power is spend with Python that does 99% of the game logic. Putting game logic into C++ would not only take far longer to develop but would be such a minimal gain (e.g. 3x of 1%) its simply not worth it.
  3. Like
    drainedman reacted to Haunty in Server tech   
    Do you know of any other technologies that use the Actor Model in a cloud server farm? I'm interested in finding out more about them.
  4. Like
    drainedman reacted to Ripper in Server tech   
    As a reminder,
     
    Coordinate update frequency changes depending upon the distance from the player.  I'm also betting that it scales to the number of players in the area, and possibly the players internet bandwidth.
     
    What this means is the servers can most likely support those 50,000 players.  Even in  a small area, but your client will most likely see a fraction of those players.  Don't get me wrong.  If your org mates are on the other side of the city, you can always meet up with them.  But, NQ will design their Networking solution to provide fast updates of other players that you will most likely interact with, while providing slower updates (even non-existant) updates of players that are too far away to interact with.
     
    What I'd like to see is a mechanic that prioritizes coordinates between players in combat.  They're already planning to prioritize on proximity.  I'd take it one step further to include players who have recently damaged you (within the past minute?), or possibly the current player in your crosshairs.  The crosshairs suggestion may be asking too much because its determined client side and then requested of the servers.
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