[DiscordArchive] try contacting support then to disable it for your fork?
[DiscordArchive] try contacting support then to disable it for your fork?
Archived author: Tea • Posted: 2025-08-08T22:37:45.993000+00:00
Original source
try contacting support then to disable it for your fork?
Archived author: IHM • Posted: 2025-08-08T22:38:26.915000+00:00
Original source
it should just be off in the first place lol
Archived author: Saty • Posted: 2025-08-08T22:46:11.563000+00:00
Original source
Actually splitting up the core a little right now to test to achieve something like it.
Currently just making a POC queue/character server, to be more on-par with what real wow had back then.
After that I want to try to make all the "shared" systems into a own process as well. Like a combined, backend only, chat/guild/group server.
Been focusing a lot on ease of use, so that people still just compile and run... maybe with one or two more exes tho.
Archived author: IHM • Posted: 2025-08-08T23:04:04.621000+00:00
Original source
rewrite relocations and unit fields into chunked processing and shared packets and multithread that processing instead of physics
Archived author: IHM • Posted: 2025-08-08T23:05:10.540000+00:00
Original source
and fix aura calculations
Archived author: IHM • Posted: 2025-08-08T23:05:32.257000+00:00
Original source
rest of wow physics can run on a potato
Archived author: IHM • Posted: 2025-08-08T23:06:41.721000+00:00
Original source
calculate non-invisible vis on a per-chunk basis and then process that entire chunks movement before sending details to packets/creatures
Archived author: IHM • Posted: 2025-08-08T23:06:50.729000+00:00
Original source
then calculate invisible vis in a separate pass
Archived author: IHM • Posted: 2025-08-08T23:07:21.705000+00:00
Original source
unit fields is easier and was done before
Archived author: IHM • Posted: 2025-08-08T23:10:02.913000+00:00
Original source
then if still need to multithread physics, do the 9 chunk grid thing where processing in each chunk can only interact with chunks around it and do 9x9 passes so multithreaded chunks do not touch