I had a quick glance at it the other day when I was doing my magic in 30mins, Looked fairly similar to me, besides the way events are submitted to be executed.
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What makes Hyperion's event manager more reliable/stable or whatever compared to Shard Revolution's? I heard that Hyperion's was much better.
Discuss?
I'm going to implement one into my framework I'm writing.
(I'm expecting a massive reply from Graham, like always)

I had a quick glance at it the other day when I was doing my magic in 30mins, Looked fairly similar to me, besides the way events are submitted to be executed.

Hyperion uses a chain of different "event managing" systems. If I was to explain to you how you how the entire event chain of hyperion works it would take me a while. So I'll just tell you that hyperion is ran by Tasks and Events, they are all executed in the GameEngine. So if you want to learn how things work, look in that class.
The main part that makes hyperions event managing system better than shards is because it's multi-threaded, unlike shard there was only one thread that did the event work.
Just wait for Graham to come and give you a 10 page explanation.
Haha okay thanks guys.

I don't believe that the event system itself is mult-threaded, because events are used for scheduling repeated game logic (player updating, npc updating, etc) so I think it all runs in one thread. The task system makes use of two thread pools: the main thread pool, and the logic executor (single threaded for logic safety).
I don't remember investigating the event handler in hyperion but I'm pretty sure that it is more well-written (it might even be a BlockingExecutorService instead of one that loops).
rest in peace Qemist, Izzy, TeChNo PuNk, Impulser, & bootnecklad
Thank you Blake![]()




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