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Thanks for clearing that up, because the other person who replied saying there was no hope for me (lol). I'm just curious how this differs from something like shard (which is winterlove with nio basically). Of course shard has more things implemented and takes a more OOP approach, but yeah. I guess another major difference is that this using 1 thread for everything whereas shard uses multiple. Also, why in your visualVM picture you posted does it say you have 11 threads running when you said yourself it's single threaded?
Appreciate the answers![]()


By that, I mean the implementation of player updating. In RuneScape, player updating must maintain a list of "local" players. Currently in RuneSource (and most other standard run-of-the-mill servers) how we maintain that list is that we loop through all of the players (for each player) and run a distance check on each cycle. Looping through all the players for every player is an O(n^2) operation which scales quadratically instead of linearly. I've been thinking of using a tile/region system instead of looping for RuneSource but that would introduce complication that I'm not sure is worth it (remember that the idea of RuneSource is to keep it as simple as possible).
rest in peace Qemist, Izzy, TeChNo PuNk, Impulser, & bootneckladI intend of being the master of this source when it's released
I shall not work on anything till this is released
gj


Looking good, keep it up duuuude
Why would you bother using I/O... ?![]()




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