Less laggy mod

Less laggy mod

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Post Reply
User avatar
NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Less laggy mod

Post by NeonStorm »

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?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Less laggy mod

Post by Beherith »

Cant be done as Spring runs the whole simulation (hence the term 'synced') on all clients.
User avatar
NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Less laggy mod

Post by NeonStorm »

I mean : less unit interaction, less things to check.

Targeting, collisions, los, etc.
In synced.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Less laggy mod

Post by Beherith »

There are already optimizations in place that do that.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Less laggy mod

Post by smoth »

less game. CHECKERS 2013.
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Less laggy mod

Post by Anarchid »

You don't even have to play checkers anymore. Checkers is solved.
gajop
Moderator
Posts: 3051
Joined: 05 Aug 2009, 20:42

Re: Less laggy mod

Post by gajop »

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.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Less laggy mod

Post by KDR_11k »

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.
That's a micro nightmare.
Post Reply

Return to “General Discussion”