I kinda disagree with arbitrary limits on entities. open.mp manages to split the concepts of how a client deals with entities and what the server actually contains. Right now the client that can be used to connect to open.mp servers (SA:MP client) has arbitrary entity limits and there is of right now no way around that except we would have to write an actual open.mp client (will be surely developed when the server part has been released). It is understandable that you do not want to render/stream a fuck ton of entities to a player at the same time, though there should be no argument to not have theoretically infinite data container elements, and only elements streamed that have the highest priorities. If you have a random set of entities in a container, there no one stopping you from using parallel operations to stream them. Parallel libraries are designed to deal with iterating through large random sets efficiently.
[Suggestion] Per-world entity pools and processing
|
Messages In This Thread |
Per-world entity pools and processing - by IllidanS4 - 2020-04-29, 01:09 PM
RE: Per-world entity pools and processing - by EvilShadeZ - 2020-04-29, 04:17 PM
RE: Per-world entity pools and processing - by BigETI - 2020-04-29, 04:54 PM
RE: Per-world entity pools and processing - by Freaksken - 2020-04-29, 04:59 PM
RE: Per-world entity pools and processing - by IllidanS4 - 2020-04-29, 06:34 PM
RE: Per-world entity pools and processing - by BigETI - 2020-04-30, 10:40 AM
|