(10-24-2011, 06:51 AM)FakeTruth Wrote:(10-24-2011, 05:04 AM)rs2k Wrote:Not(10-24-2011, 03:59 AM)FakeTruth Wrote: That's great news![]()
Also, when I get home I'm gonna try to move terrain generation to the GPU (shaders) just because I (probably) can and it's awesome xD
Sounds interesting, how would that work on a computer with no GPU?
Also I decided not to do this, since I only have experience programming shaders in cg, and cg needs .dll's and stuff to work which might become a problem when trying to compile for linux.
Also something to note about mobs, is that when there are a lot, the server tries to push out more data than it can send, and people start disconnecting. This is a severe issue with MCServer and I'm not sure how to fix it.
Any multiplayer game should have this issue, and also some way to prevent it, but I don't know how (yet)
Yeah, I noticed that.
It happens when there are a LOT of mobs. I can't get that many mobs on bukkit, and when I try it just crashes. I think the simple way to fix it for now is to have a global limit of mobs. when a mob spawns add to a number, when a mob is removed subtract from it. If the number is reached then don't spawn.
What happens when a mob goes off the loaded world? I believe it just disappears for now. What happens in bukkit?
I REALLY like the idea of having terrain generation on a separate thread. I don't think it's like that right now. Right now when the generation starts the server doesn't really do anything BUT generate terrain. It's very fast at it, noticeably faster than bukkit/vanilla, but it still is something that shouldn't affect game play, imo.