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Date Editor Before After
1/25/2017 7:30:11 AMATrankhokomoko before revert after revert
1/25/2017 7:25:57 AMATrankhokomoko before revert after revert
1/25/2017 7:25:44 AMATrankhokomoko before revert after revert
1/25/2017 7:25:25 AMATrankhokomoko before revert after revert
Before After
1 I don't understand exactly what you mean, this is a tick counter: 1 I don't understand exactly what you mean, this is a tick counter:
2 [img]http://packages.springrts.com/zkmanual/unitpics/armflea.png[/img] 2 [img]http://packages.springrts.com/zkmanual/unitpics/armflea.png[/img]
3 \n 3 \n
4 But you may have meant this tick counter: 4 But you may have meant this tick counter:
5 [img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 1 5 [img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 1
6 [img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img][img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 2 6 [img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img][img]http://packages.springrts.com/zkmanual/unitpics/armtick.png[/img] 2
7 [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 7 [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
8 \n 8 \n
9 [spoiler]Spring has a star topology wrt network messages, clients don't send messages to each other directly. 9 [spoiler]Spring has a star topology wrt network messages, clients don't send messages to each other directly.
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
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]