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Also provides offhand updates and code efficiency and many more concepts as well. The downside is that bad strategies could be used for exploitation at a much faster rate. If the server is written correctly and done properly from head to toe then this exploitation occurrence would be minimal or none at all.
Either way, it'd be nice to have public and community input updates too, great way to keep community involved.
I could host this on my VPS if i wanted to forever but lack of interest at the moment to do so.
06/05/2019 - Updating optimisations & unit tests
Redone updating like x3 over, now process in parallel, wrote a flooder to test real client connections, started utilising QuadTree's to store and retrieve groups of entities quicker. Added spiral viewport prioritising, and started pooling updating objects for better memory performance and faster throughput.
Which all results to updating 2k real connected clients in ~80ms
There's still room for improvement; pathfinding and collision are still processed in series and could do with some more in-depth testing and benchmarking to simulate realistic players but, for now, I'm going to take a break from core systems and begin looking at content systems
game-server release log
Really impressive updates coming out! I personally love the fact that these updates are actually important ones and not content releases and shit.
Keep working at making a true next standard for core designing, etc..
14/06/2019 - The end (and scripts)
So I spend a bit adding kotlin scripts and dsl support for the Artemis framework which came out really nice. As well as getting into coroutines and suspending for a dialogue system which I over-engineered and scrapped.
Over the past week or two I took a step back and have decided to permanently suspend this project, it was going strong but there's still at least 8 months of work required before it would be a usable framework and it's just time I don't want to commit anymore.
This means unfortunately that it's the end of Hestia, all the resources will be up indefinitely for others to learn from and use.
Thanks for all the support guys
02/01/2020 - Scripts, Architecture & Interactions
Well not as permanent as anticipated. Pumped out three updates over the holidays. Mainly scripts, floor items, containers, and some basic interactions. Also started using Githubs issue tracker and project boards.
The container system is written functionally using Arrow, and came out really clean. Aside from stability using functional programming adds two main benefits over a traditional inventory system:
- You don't have to check if an item exists before attempting to remove it, it either works or it doesn't
- Modifications can be composed together.
The benefits are best seen in Hans's script
Although overly abstracted, it shows you can easily combine any number of different changes.Code:val veteranCape = remove(995, 50000) andThen addAll(20763, 20764) if(entity purchase veteranCape) { //Success }
Spoiler for Example dialogue script:
Change log
20/01/2020 - Interfaces
Completely rewrote interfaces and dialogues, and added priority to tasks. Also added a basic requests system and full assisting to put the interface system to the test.
The task changes allow one task to interrupt another, and once complete the prior one will resume, this is beneficial for obvious things like random event's interrupting or waiting for cutscenes to complete, but also for small things like interuptting an action with standing up while resting.
Also built a bundle so you can drop in a cache and one click to play.
I've done a tonne more other things which can be seen in the full change log
Keep up the good work lad!
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