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Post by Capt Kirk on Dec 17, 2014 16:25:47 GMT -7
Pre-pre-Alpha screenshot after 16641 entities added. Obviously the screenshot does not have ALL of the entities visible. It is a average 60 FPS no matter where I move the camera. The empty spots are due to entities moving and opening up a hole. Not all the entities are being processed due to the way the World[HASH]processAll method works. This was done so that so many entities could exist without killing the cpu. The trade off for performance means certain entities will not be updated immediately. To get around that I plan to make a interface for EntityProcessors that need to update every entity. Console output: LWJGL Application 0:0:3:4 INFO : Settings saved to settings.conf Controllers: added manager for application, 1 managers active LWJGL Application 0:0:10:109 INFO : Entity Count: 16641 FPSLogger: fps: 0 FPSLogger: fps: 1 FPSLogger: fps: 52 FPSLogger: fps: 55 FPSLogger: fps: 60 FPSLogger: fps: 59 FPSLogger: fps: 61 FPSLogger: fps: 59 FPSLogger: fps: 59 FPSLogger: fps: 61 FPSLogger: fps: 59 FPSLogger: fps: 60 FPSLogger: fps: 57 LWJGL Application 0:0:24:818 INFO : Screenshot saved to C:/Users/Kirk./screenshots/screenshot1.png Update: After that quick addition of ImmediateMode interface to the MovementProcessor the FPS dropped down to 20 which is a lot higher then what I thought it would drop to.
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Post by Capt Kirk on Dec 17, 2014 21:38:35 GMT -7
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Post by Capt Kirk on Dec 18, 2014 23:11:55 GMT -7
Here is the Pre-Alpha Launcher window.
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Post by lorathor on Dec 24, 2014 2:45:42 GMT -7
Ahhhh, that's something my graphical brain can process Nice!
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Post by Capt Kirk on Dec 25, 2014 21:28:58 GMT -7
Finally got the network code to work and the result is impressive. Attached a video. If you notice it takes a little bit for the rest of the entities to show up. This is due to the update interval I have for the visual component of those entities. They are there but they have no visual representation until the server does a pass through for those entities. Then it updates the clients. Came out to around 200KB in 30 seconds. For 300 players that would be an estimated 60MB in 30 seconds. I do not know enough about running a server to be able to determine if that is too high of a number. The server limits the bandwidth per connection to 40KBp/s. So players will need a average download speed of at least 40kilobytes per second or a 320kilobit download limit which is what they could find out running a speed test. Entities are not very complex at the moment and the optimizations like areas and zones are not implemented yet so those numbers will likely change as development continues. The amount of entities shown is 500, some are overlapping. View My Video
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