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| Brick limit |
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| Jaydee:
--- Quote from: Ephialtes on March 08, 2010, 12:22:08 PM ---You're very persistent aren't you. The biggest reason why this is totally not feasible is because of the processing involved of calculating which bricks are within your range and which are not. This is a lot of processing and would slow down everything considerably. I think you should leave network architecture to the people who have professional experience. --- End quote --- I agree. Also, he overlooked/assumed some parts of Torque's networking architecture. |
| mctwist:
--- Quote from: Ephialtes on March 08, 2010, 12:22:08 PM ---You're very persistent aren't you. --- End quote --- I do my best. :cookieMonster: --- Quote from: Ephialtes on March 08, 2010, 12:22:08 PM ---The biggest reason why this is totally not feasible is because of the processing involved of calculating which bricks are within your range and which are not. This is a lot of processing and would slow down everything considerably. --- End quote --- That might be a problem. But problems are there to be solved! Use your brain to solve this instead of working against this. --- Quote from: Ephialtes on March 08, 2010, 12:22:08 PM ---I think you should leave network architecture to the people who have professional experience. --- End quote --- --- Quote from: Jaydee on March 08, 2010, 12:27:59 PM ---I agree. Also, he overlooked/assumed some parts of Torque's networking architecture. --- End quote --- You seriously didn't read what I wrote, or you misunderstood me. It transfers all bricks as usual. Not removes brick and resend them as I believe you understood it like. |
| Ephialtes:
--- Quote from: mctwist on March 08, 2010, 01:03:14 PM ---I do my best. :cookieMonster: --- End quote --- It was not a compliment. --- Quote from: mctwist on March 08, 2010, 01:03:14 PM ---Use your brain to solve this instead of working against this. --- End quote --- It's not my job to come up with ways to optimize the game. Nobody asked you to solve this non-existant problem either. It is also an inherently terrible idea - which is why no other game I've ever seen caches network data on the user's hard disk. You have not just invented some revolutionary new idea that every software designer is going to leap on - it's just bad. --- Quote from: mctwist on March 08, 2010, 01:03:14 PM ---You seriously didn't read what I wrote, or you misunderstood me. It transfers all bricks as usual. Not removes brick and resend them as I believe you understood it like. --- End quote --- Networking also covers the management of ghosted objects on the client, not just the transmission of data. I have not misunderstood you at all, you're just persisting in pushing this terrible idea and ignoring all the points I make trying to show you how bad it is. Caching networked data is totally counterproductive because you then have to check with the server to see how much of that cache is outdated next time you want to use it. I'm trying to explain things to help you understand why this is wrong but you're being incredibly ignorant. You should try not to be so ignorant of the facts and maybe you'll further your understanding of the subject. |
| mctwist:
--- Quote from: Ephialtes on March 08, 2010, 01:47:03 PM ---It's not my job to come up with ways to optimize the game. Nobody asked you to solve this non-existant problem either. It is also an inherently terrible idea - which is why no other game I've ever seen caches network data on the user's hard disk. You have not just invented some revolutionary new idea that every software designer is going to leap on - it's just bad. --- End quote --- Only came with an idea of how to raise the brick limit by bypass the limit of RAM. Never said that it has to be implemented. --- Quote from: Ephialtes on March 08, 2010, 01:47:03 PM ---Networking also covers the management of ghosted objects on the client, not just the transmission of data. I have not misunderstood you at all, you're just persisting in pushing this terrible idea and ignoring all the points I make trying to show you how bad it is. Caching networked data is totally counterproductive because you then have to check with the server to see how much of that cache is outdated next time you want to use it. --- End quote --- It still does that. I know how the networking on BL work. You're just so convinced that I don't. --- Quote from: Ephialtes on March 08, 2010, 01:47:03 PM ---I'm trying to explain things to help you understand why this is wrong but you're being incredibly ignorant. You should try not to be so ignorant of the facts and maybe you'll further your understanding of the subject. --- End quote --- You don't have to talk about yourself in first person. Oh, I'm sorry. Did I hurt your feelings? |
| Deathwishez:
You can go above 128k without lagging easily. It just requires things to be spread out so that you can't see them. |
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