![]() ![]() ![]() Will the new message system then feedback to the simulation to hold for the moment? What if not all messages can be delivered within 1s to all clients? Today TQ would slow down simulation. If the server offloads messaging to be able to compute faster, the number of messages increases further, but still need to be delivered in time to all clients within the short timeframe of a tick. Because today the messaging is synchronized with the simulation thread, slowing it down, but also ensures that things are communicated in time to the clients. ![]() This is true for asynchronous features like activity tracker, but I’m concerned about gameplay. This new architecture means that newly developed features can use modern technology and operate at high speeds wholly outside the Eve Server without being held back by speed impeding direct interface considerations. ![]()
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