Split the map to 2k² or 4k² elmos tiles.
Units are only visible to or directly attackable by other players if they have at least 1 unit in any neighboring tile (_could be a spy_).
Collision and targeting checks are only made if projectiles are below certain terrain height (below air altitude) and units in the same or two neighboring tiles.
Each tile stores the number _or_ cost of units per player in it.
You can not only limit unit count globally, but also unit count on a tile - if more of _your_ units are there, _your_ units get damage till enough are dead. Use T2/T3 if you don't want your units to die.
Encurages better strategies and does everything to block laggs.
What do you think about it?
Less laggy mod
Moderator: Moderators
Re: Less laggy mod
Cant be done as Spring runs the whole simulation (hence the term 'synced') on all clients.
Re: Less laggy mod
I mean : less unit interaction, less things to check.
Targeting, collisions, los, etc.
In synced.
Targeting, collisions, los, etc.
In synced.
Re: Less laggy mod
There are already optimizations in place that do that.
Re: Less laggy mod
You don't even have to play checkers anymore. Checkers is solved.
Re: Less laggy mod
Well to be pedantic one could have an unsynced sim, or part synced/part unsynced, but that would require a huge amount of work to sync between those two.
Spring games don't even have a working ability to save/load games (which is if you think about it a special form of "syncing"), so to aim at anything more complex right now is irrational.
Spring games don't even have a working ability to save/load games (which is if you think about it a special form of "syncing"), so to aim at anything more complex right now is irrational.
Re: Less laggy mod
That's a micro nightmare.NeonStorm wrote:Each tile stores the number _or_ cost of units per player in it.
You can not only limit unit count globally, but also unit count on a tile - if more of _your_ units are there, _your_ units get damage till enough are dead. Use T2/T3 if you don't want your units to die.