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Zero-k Running on ONE core at a time!!!

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Date Editor Before After
8/28/2015 5:18:50 AMAUrankjseah before revert after revert
Before After
1 If lua callins results were only applied on the next frame, would that break anything? In other words, anything that touches the game state would not effect other calculations based on current game state. (Two lua calls that need the dead/alive state of a unit would both 'see' it as alive even if one of the calls killed the unit; callins on unit death would only happen next frame) 1 If lua callins results were only applied on the next frame, would that break anything? In other words, anything that touches the game state would not effect other calculations based on current game state. (Two lua calls that need the dead/alive state of a unit would both 'see' it as alive even if one of the calls killed the unit; callins on unit death would only happen next frame)
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3 Ie. In such a scheme, a chain reaction of unit dying leading to lua callin leading to unit dying- etc. Would take a minimum of one frame per unit death because each lua code effect on the game state would not take effect until the next frame. 3 Ie. In such a scheme, a chain reaction of unit dying leading to lua callin leading to unit dying- etc. Would take a minimum of one frame per unit death because each lua code effect on the game state would not take effect until the next frame.
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5 I programed a tiny ui, event handler, engine setup because I was curious, and was following such a scheme. Then I found the need to multi thread and realised that my initial scheme greatly helped matters. 5 I programed a tiny ui, event handler, engine setup because I was curious, and was following such a scheme. Then I found the need to multi thread and realised that my initial scheme greatly helped matters. Going to multi was almost trivial.