Re: CentrinoGames - Minerva EP18
Ah lol thats funny, who is working on that Niicke
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
GoldenHeaven
Ah lol thats funny, who is working on that Niicke
Just me for now :D:
I will give some advice to those who are working in Minerva: Keep in mind that it will be for studies only, the structure in which Minerva was built will not support players, it is not scalable, it has competition problems, among others
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
Niicke
Just me for now :D:
I will give some advice to those who are working in Minerva: Keep in mind that it will be for studies only, the structure in which Minerva was built will not support players, it is not scalable, it has competition problems, among others
Ive said this time and time again and others have said it too, people just want hope i guess.
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
Niicke
Just me for now :D:
I will give some advice to those who are working in Minerva: Keep in mind that it will be for studies only, the structure in which Minerva was built will not support players, it is not scalable, it has competition problems, among others
I totally agree on that. Also compiling it from such a high level language would compromise performance. But on the other side, nowadays we have Coffee Lake and RTX's so...
Source wise, it looks pretty, never compiled it tho :sleep:
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
walkernight88
I totally agree on that. Also compiling it from such a high level language would compromise performance. But on the other side, nowadays we have Coffee Lake and RTX's so...
Source wise, it looks pretty, never compiled it tho :sleep:
I believe that C# is enough to create a PLAYABLE version nowadays. Of course it will NEVER be the same as C++ performance.
I'm creating in .NET Core but there are things that the developer should pay attention like: multithreading ( concurrent objects ), parallelism (TPL) and the most (but no less): Garbage Collector.
So.. I believe it is possible, if you master these 3 subjects :love:
Re: CentrinoGames - Minerva EP18
.NET Core and Framework have a really nice ThreadPool mechanism. And by Garbage Collector, if you code, you must be really dumb to leave anything behind. At least when performance matters... (Long live Async and Await :w00t:)
I would code it in Swift (the Apple nowadays language). It's freaking fast and compiles directly on linux...
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
walkernight88
I totally agree on that. Also compiling it from such a high level language would compromise performance. But on the other side, nowadays we have Coffee Lake and RTX's so...
Source wise, it looks pretty, never compiled it tho :sleep:
Ahm, C# is more than decent performance-wise and has the necessary scale to deal with lots of players especially thinking that this can be deployed in clusters. I don't know why you brought up RTX in this case since it's server side and btw AMD came back with equally good if not better CPUs.
Compiling doesn't compromise runtime performance.
Quote:
Originally Posted by
walkernight88
.NET Core and Framework have a really nice ThreadPool mechanism. And by Garbage Collector, if you code, you must be really dumb to leave anything behind. At least when performance matters... (Long live Async and Await :w00t:)
I would code it in Swift (the Apple nowadays language). It's freaking fast and compiles directly on linux...
No, most people don't understand how GC works and assume that it takes care of everything. It is actually not that hard to "forget" references of objects and end up with memory leaks.
I have never tried Swift but I suppose there are many ways to achieve the same thing :)
Quote:
Originally Posted by
Niicke
I'm creating in .NET Core but there are things that the developer should pay attention like: multithreading ( concurrent objects ), parallelism (TPL) and the most (but no less): Garbage Collector.
So.. I believe it is possible, if you master these 3 subjects :love:
Which any decent developer should.
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
emi
Ahm, C# is more than decent performance-wise and has the necessary scale to deal with lots of players especially thinking that this can be deployed in clusters. I don't know why you brought up RTX in this case since it's server side and btw AMD came back with equally good if not better CPUs.
Compiling doesn't compromise runtime performance.
No, most people don't understand how GC works and assume that it takes care of everything. It is actually not that hard to "forget" references of objects and end up with memory leaks.
I have never tried Swift but I suppose there are many ways to achieve the same thing :)
Which any decent developer should.
Yes I agree.
I just said these things because they were misapplied in the Minerva, and some were not even applied eg. TPL
Re: CentrinoGames - Minerva EP18
That is indeed true, at the same time AFAIK this has not been developed by SDEs or a Studio so it is kind of expected. Everybody is learning :D
Re: CentrinoGames - Minerva EP18
Quote:
Compiling doesn't compromise runtime performance.
Hmmm... hmmmm...
That moment when a var increase in high level lang does 5 loops and 3 calls of asm subprocs :w00t:
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
walkernight88
Hmmm... hmmmm...
That moment when a var increase in high level lang does 5 loops and 3 calls of asm subprocs :w00t:
Just to be clear, I was referring to AOT.
Obviously a high level language is nowhere as efficient as a low level language. Probably you meant compilation into machine code whereas I interpreted it as AOT.
Re: CentrinoGames - Minerva EP18
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
soewandi
im use cabal GSP ep22 client
Re: CentrinoGames - Minerva EP18
Quote:
Originally Posted by
soewandi
im use cabal GSP ep22 client
Code:
struct Channel {
CHServerId: byte;
ChannelId: byte;
ChannelPlayersOnline: ushort;
Empty2: byte[21];
Unk1: byte;
ChannelMaxPlayers: ushort;
ChannelIP: byte[4];
ChannelPort: ushort;
ChannelType: int;
Empty3: byte[4];
}
struct Server {
ServerId: ushort;
Empty1: byte[5];
QtdChannels: byte;
Channels: Channel[QtdChannels];
}
schema {
Header: ServerHeader;
QtdServers: byte;
Servers: Server[QtdServers];
}
Re: CentrinoGames - Minerva EP18