Delamore wrote:Sarge wrote:Maybe you can still help with performance optimization though - it would be really cool if the lag can be reduced or eliminated entirely.
I would not be surprised if the current lag was caused by a bug of some kind rather than improper optimization.
Axehilt wrote:Delamore wrote:Sarge wrote:Maybe you can still help with performance optimization though - it would be really cool if the lag can be reduced or eliminated entirely.
I would not be surprised if the current lag was caused by a bug of some kind rather than improper optimization.
I'd lean strongly towards the current lag being a result of improper pathfinding optimization. I'm sure there's some sort of performance profiling that could be done to help track it down.
The evidence for pathfinding being unoptimized seems pretty strong. I mean every single time I get a mob to run into a wall (a tough pathfinding situation) the game lags.
Plan on recommending the game to all my old game design work friends once perf/lag is solved.
Pathfinding should be server side lag though, not client side.Axehilt wrote:Delamore wrote:Sarge wrote:The evidence for pathfinding being unoptimized seems pretty strong. I mean every single time I get a mob to run into a wall (a tough pathfinding situation) the game lags.
Leonon wrote:I think that a large part of the resources the client uses are because they seem to be pushing Java's graphical capabilities using the "MORE POWER!" method. If someone were to make a client without shading (day and night cycle) and with a better way of layering graphics (hive behind a hive behind a hive...) it would likely end up being a fairly light program.
sabinati wrote:i notice the same thing when they run into water
loftar wrote:server needs more RAM
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