1 |
[quote](don't forget getting can't be scheduled for later)[/quote]
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1 |
[quote](don't forget getting can't be scheduled for later)[/quote]
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2 |
Well it just has to be the same on every client. If all clients collect/delay the lua callins until all units are done (I really have no clue which "phases" the engine goes through for the physics and how it processes entities in there), then process them in order of unit id, it won't matter. You just need to avoid the race condition (yeah, there it is again, the "just", sorry) by making things happen in a defined order when it matters.
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2 |
Well it just has to be the same on every client. If all clients collect/delay the lua callins until all units are done (I really have no clue which "phases" the engine goes through for the physics and how it processes entities in there), then process them in order of unit id, it won't matter. You just need to avoid the race condition (yeah, there it is again, the "just", sorry) by making things happen in a defined order when it matters.
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3 |
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3 |
\n
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4 |
[quote]Patches welcome. [/quote]
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4 |
[quote]Patches welcome. [/quote]
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5 |
Yeah,
if
only
it
wasn't
way
out
of
my
league
(
and
a
massive
time
investment)
:(
|
5 |
Yeah,
if
only
it
wasn't
waaay
out
of
my
league
(
and
a
massive
time
investment)
:(
|
6 |
\n
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6 |
\n
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7 |
A good time to thank all the devs, both ZK and engine, for all the man-hours they've sunk into this though! People throwing around ideas (like me) have a hard time grasping how much more it takes to actually formalize and implement them...
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7 |
A good time to thank all the devs, both ZK and engine, for all the man-hours they've sunk into this though! People throwing around ideas (like me) have a hard time grasping how much more it takes to actually formalize and implement them...
|