[DiscordArchive] Yeah I think what you do for Dalaran or Wintergrasp, they are their own instance IDs right?
[DiscordArchive] Yeah I think what you do for Dalaran or Wintergrasp, they are their own instance IDs right?
Archived author: robinsch • Posted: 2024-03-12T07:37:37.920000+00:00
Original source
Yeah I think what you do for Dalaran or Wintergrasp, they are their own instance IDs right?
Archived author: Takenbacon • Posted: 2024-03-12T07:38:09.689000+00:00
Original source
every northrend zone is it's own instance
Archived author: Takenbacon • Posted: 2024-03-12T07:38:52.964000+00:00
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not really their own instancedID but yeah same concept, I just made a different child class of map for instancedzones
Archived author: Northstrider • Posted: 2024-03-12T07:42:51.104000+00:00
Original source
per-zone instancing/layering has been quite a common practice, especially since MoP. there have even been addons that were being used to hop between zone instances to farm mobs
Archived author: robinsch • Posted: 2024-03-12T07:43:25.127000+00:00
Original source
Yeah I never liked the approach of having multiple copies of the same zone due to this specific reason
Archived author: Takenbacon • Posted: 2024-03-12T07:43:44.400000+00:00
Original source
pretty much yeah, it's a big issue on retail/used to be classic, not sure if they still use it
Archived author: Takenbacon • Posted: 2024-03-12T07:45:07.520000+00:00
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WoW is in this weird middle ground of trying to move to a realm-less design but still having realms and it doesn't quite frankly make any damn sense
Archived author: Takenbacon • Posted: 2024-03-12T07:45:30.248000+00:00
Original source
should be one or the other honestly
Archived author: Takenbacon • Posted: 2024-03-12T07:55:35.203000+00:00
Original source
at one point you'd have a nice community on a realm, but with how WoW is right now that's already basically gone,
Archived author: <o> • Posted: 2024-03-12T07:55:40.934000+00:00
Original source
yes, it was arbitrarily drawn lines to get total player counts down to acceptable levels, definitely not a sophisticated threading solution but kind of necessary for the load they were dealing with on the tech available at the time. the MapInstanced approach is how I'd do the same today, it's pretty elegant at the same cost of seams in the world.
"proper" chunk threading requires a much larger re-thinking of entity reach, projectile activations and the like to get both flexible threading and seamless cross-chunk reach. not rocket science when you write a game from scratch, but applying it to wow is kind of a nightmare for how many systems need to start taking it into account