From: Erik K. <kru...@uq...> - 2003-01-10 00:12:25
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> Eh? What do you mean? Your way of doing it would be promoting the fast > clickers. If people can eat at 0 time, whoever clicks faster eats > faster. If its time based like I want it to, you click but got to wait > til its eaten, so another player who didnt click faster can still click > in that time. There's no priority queue. So if you click to eat, presumably any standing "attack monster until dead or I tell you otherwise" command gets stopped and has to be restarted with a click. I can understand the confusion between us if your view is that every sword stroke requires a separate click (i.e. actions are atomic and nonpreemptible). This view is reasonable until you're ready to add rudimentary task scheduling (which nobody is up to at this point, I guess). ------------------------------ As to the other points, please don't add float coordinates. Especially, don't just add float x, y; to objects :-) The right way (someday) is to attach arbitrarily typed property maps. This buys you a lot more than just float coordinates. (arbitrary graph iteration algorithms, graph iterators "for free", ability to change the underlying implementation of the generic graph view of a Zone without too much trouble...) And it can be done using existing, working C++ headers that have been carefully crafted and peer reviewed (I like when lazy==better) This would be a fun task I could do, but I agree that this sort of stuff should wait until *after* a real game is running and we have an idea of response/users for the KISS code there is now. Then any proposed optimizations get compared to this "standard baseline" version of server and client code, and this *only* after running a profiling version of the server under moderate loads. |