[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: <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
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
Archived author: Telegrill • Posted: 2024-03-12T11:31:37.750000+00:00
Original source
gone in Legion sadly
Archived author: Telegrill • Posted: 2024-03-12T11:31:41.651000+00:00
Original source
people were too abusive
Archived author: Telegrill • Posted: 2024-03-12T11:32:19.455000+00:00
Original source
same goes for auto-queuing for worldquests and auto-finding