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THIS is what I've dreamed of for years. For now I'll enjoy your god like work to binge until I get tired the vanilla EXP rate from 60-99 haha. Either than that thank you for such a glorious recreation so far. My goal is to remake this exact version too someday for a simple single player experience for everyone to play.
Re-coded the entity interaction system to emulate the real game almost perfectly.
Also added every single door pair and door interaction to the game. This includes double doors, single doors, walk-through doors, gates, in place single doors, in place double doors, and locked/will not budge doors.
Good luck with your project fella! Looks interesting!
Bump for one of the best servers out there
Re-coded the entire region handling system for objects, their types, their slots, etc to use proper data structures to improve efficiency literally tenfold from what it was previously (used to spike the ms/tick heavily when searching objects/etc).
Re-coded the entity collision with other entities algorithm that Matrix had (one of the most unoptimized, disgustingly written methods by the Matrix team costing almost 100ms/tick alone with only 1000 NPCs loaded).
Properly implemented Runescape's pathfinding algorithm the way it was intended by using the pathfinding flags for pathfinder and clipping flags for step verification.
Also implemented an extremely efficient pathfinding event to the plugin system that allows for various checks on the pathfinder to execute events such as setting ignoring the step verification for the next step when the player meets certain requirements when the player routes on something without ever interrupting the actual route.
This functionality is required for handling object 3350 on the maps as well as the various guards that separate sections out and I have not seen any other server implement it in any way (even unreasonable/inefficient ways per usual Rune-Server standard).
All of these optimizations have lowered the ms/tick from 85-180 with 2 players online and 160 with spikes of 310 with 10 players online to 3 ms/tick with 10 players online. Only rising to 30 ms/tick with 500 players online.
All these measurements are taken on a garbage tier VPS with 2 cores, 8 gigs of ram, and 40gb of storage as well.
Here are some examples of how the routefinder events work:
Shantay pass:
Varrock borders:
Damonheim/wilderness guard
Events just get mapped as follows:
https://pastebin.com/Hf19LBnN
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