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I don't understand exactly what you mean, this is a tick counter:
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I don't understand exactly what you mean, this is a tick counter:
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[img]http://packages.springrts.com/zkmanual/unitpics/armflea.png[/img]
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[img]http://packages.springrts.com/zkmanual/unitpics/armflea.png[/img]
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\n
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\n
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But you may have meant this tick counter:
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But you may have meant this tick counter:
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[img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 1
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[img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 1
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[img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img][img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 2
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[img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img][img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 2
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[img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img][img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img][img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 3
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[img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img][img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img][img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 3
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\n
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\n
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[spoiler]Spring has a star topology wrt network messages, clients don't send messages to each other directly.
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[spoiler]Spring has a star topology wrt network messages, clients don't send messages to each other directly.
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10 |
Just
an
example
for
how
impossible
centralised
simulation
is:
Let's
say
you
want
to
write
a
widget
that
shows
how
much
slow
damage
a
unit
has.
Slow
damage
is
entirely
game-side,
engine
doesn't
know
to
send
it
unless
you
ask
the
engine
to.
Now
game
devs
have
to
make
sure
everything
a
widget
will
ever
want
to
show
the
player
will
be
sent
over
the
network[/spoiler]
|
10 |
Just
an
example
for
how
impossible
centralised
simulation
is:
Let's
say
you
want
to
write
a
widget
that
shows
how
much
slow
damage
a
unit
has.
Slow
damage
is
entirely
game-side,
engine
doesn't
know
to
send
it
unless
you
ask
the
engine
to.
Now
game
devs
have
to
make
sure
everything
a
widget
will
ever
want
to
show
the
player
will
be
sent
over
the
network
|
|
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11 |
Another thing to consider is that spring's save file (which doesn't contain any lua at all!) can be a few MBs compressed. Admittedly, it is mostly incremental, but a lot of the info there is stuff that needs to be exposed to widgets (and lua will add a significant amount to that) so the required bandwidth to have a decent MP experience may be a bit preposterous[/spoiler]
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