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Στο φόρουμ «Dota 2 Ανταλλαγές»
0
[H] All Weathers, SF Arcana, TB Verdant Green & Ships in the Night Arcanas, PA Arcana, MK Arcana, Many Arcanas, Inventory With Many Other Items [W] SkyWrath Mage Arcana, Vengeful Spirit Arcana Or Any Offer.
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LiLith
2
Need a player to end(no mic)
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king goose
47
Mods and ideas for realistic gameplay.
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marLeo
20
female fashion...
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Shellbie
7
McLaren x Google Chrome Livery – British GP 2025
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Lady Moonflower
Στο φόρουμ «Baldur's Gate 3 Off Topic»
42
Is Bread or Toast more aerodynamic?
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Quillithe
110
3
"The Hunt: Prepare for Mayhem" charity event starts August 15
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⎝ DEEPSTERN ⎠
20
1
Cycle of wasted dev time
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ждун
Αναρτήθηκε αρχικά από wig:
Based on what was released and what was removed, I estimate that it's been about 2 years (~ release 0.75) since the developers realised the game engine was not able to support all they had in mind without some serious rework of major parts of that engine.
Alas, instead of doing the work to update the engine it seems they opted for the alternative that is 'remove stuff to add other stuff'...

As a software engineer and architect with 13 years of professional experience:

Their performance problems are actually not so much in the rendering engine, but much more in their architecture and design.

We have here a medium scale multiplayer game, with very low latency requirement in a vast open world.

A few bad decisions for this scenario that I have spotted:

1. classical service/client architecture where a single virtual server is managing all the clients at real time. This cant work well at this scale. This should have been implemented as a scalable cloud based distributed solution, which auto scales vertically on demand.

2. the entire game state is persisted server side in a single file based database. This is even the case when playing single player, the game creates a server instance localy and the game state is stored in a file database. I would point this out as a major bottleneck, which is also likely the main source for performance issues. First of all choosing SQL lite file based database for persistence of the entire game state even for a single client certainly not the best idea in terms of performance. But for mare than a dozen clients, it is definitely a serious bottleneck. In modern software solutions the game state would be managed by fast cloud based scalable key/value data base clusters with ultra fast caching upfront.
Στο φόρουμ «PEAK Looking for group»
2
Looking for players !
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Opaco
8
Abandon
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Crazy muffin
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