Forums WoW Modding Support Archives TrinityCore Discord Archives [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?

[DiscordArchive] Yeah I think what you do for Dalaran or Wintergrasp, they are their own instance IDs right?

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rektbyfaith
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0
03-12-2024, 08:00 AM
#11
Archived author: <o> • Posted: 2024-03-12T08:00:16.977000+00:00
Original source

easiest variant is to group chunks into 3x3 tiles, only allow chunk-local actions to "reach" into entities in neighbouring chunks, disallow any kind of "chaining" logic in chunk-local handlers, then do 9 phases of updates threading all 0:0 -> 0:1 -> 0:2 -> 1:0 -> 1:1 chunks and so on. after that just do a synchronized pass for chaining stuff or larger reaches like how emulators do "delayed" passes
rektbyfaith
03-12-2024, 08:00 AM #11

Archived author: <o> • Posted: 2024-03-12T08:00:16.977000+00:00
Original source

easiest variant is to group chunks into 3x3 tiles, only allow chunk-local actions to "reach" into entities in neighbouring chunks, disallow any kind of "chaining" logic in chunk-local handlers, then do 9 phases of updates threading all 0:0 -> 0:1 -> 0:2 -> 1:0 -> 1:1 chunks and so on. after that just do a synchronized pass for chaining stuff or larger reaches like how emulators do "delayed" passes

rektbyfaith
Administrator
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03-12-2024, 08:07 AM
#12
Archived author: <o> • Posted: 2024-03-12T08:07:23.526000+00:00
Original source

but specifically for visibility/updatedata/movement handling, threading _those_ per chunks is very easy even in emulators, and can get you very big gains when done along with the other approaches i mentioned earlier.

visibility can be done almost entirely without visibility lists and just handled as a "chunk-global" stream (save for invisible or "huge" entities), it's trickier than batching updatedata (though when you do both they kind of become a single system) but relatively simple to apply to emulators when you have the logic down
rektbyfaith
03-12-2024, 08:07 AM #12

Archived author: <o> • Posted: 2024-03-12T08:07:23.526000+00:00
Original source

but specifically for visibility/updatedata/movement handling, threading _those_ per chunks is very easy even in emulators, and can get you very big gains when done along with the other approaches i mentioned earlier.

visibility can be done almost entirely without visibility lists and just handled as a "chunk-global" stream (save for invisible or "huge" entities), it's trickier than batching updatedata (though when you do both they kind of become a single system) but relatively simple to apply to emulators when you have the logic down

rektbyfaith
Administrator
0
03-12-2024, 11:31 AM
#13
Archived author: Telegrill • Posted: 2024-03-12T11:31:37.750000+00:00
Original source

gone in Legion sadly
rektbyfaith
03-12-2024, 11:31 AM #13

Archived author: Telegrill • Posted: 2024-03-12T11:31:37.750000+00:00
Original source

gone in Legion sadly

rektbyfaith
Administrator
0
03-12-2024, 11:31 AM
#14
Archived author: Telegrill • Posted: 2024-03-12T11:31:41.651000+00:00
Original source

people were too abusive
rektbyfaith
03-12-2024, 11:31 AM #14

Archived author: Telegrill • Posted: 2024-03-12T11:31:41.651000+00:00
Original source

people were too abusive

rektbyfaith
Administrator
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03-12-2024, 11:32 AM
#15
Archived author: Telegrill • Posted: 2024-03-12T11:32:19.455000+00:00
Original source

same goes for auto-queuing for worldquests and auto-finding
rektbyfaith
03-12-2024, 11:32 AM #15

Archived author: Telegrill • Posted: 2024-03-12T11:32:19.455000+00:00
Original source

same goes for auto-queuing for worldquests and auto-finding

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