FIREking wrote:
I've read some of your posts, and get the impression you're pretty smart. Then I read posts like this and scratch my head... It is possible to write a game that doesn't have to process past the tick-length (your so called "lag") by ensuring that not too much is done in a single tick. The fact that you call it "lag" makes me think you're 12 (you should know... it's not network latency that's the problem, afterall, byond isn't providing you with a fiber network). The problem is people program things until they work, and move on... instead of making sure they work well.
Unfortunately, you are dead set determined to prove otherwise. I've seen SS13, its not programmed well, and definitely not programmed to perform well. Blaming BYOND for poor performance with code that isn't optimized is like telling Microsoft windows is bad because someone's indie game crashed while you were saving. It makes no god damn sense.
Sure, you've found a few things here and there that could be improved, the VM and core is very old, but no one is going to change it. So if you're still here, and you know what you know, then... WHY are you still here?
Other than that the reason that a lot of BYOND games actually do stutter like shit is network lag and the bad networking implementation, it doesnt help that any sort of processing will just worsen the delays
Lag doesnt necessarily mean latency, it means falling behind
In general, the simplest of things can cause a whole 100ms of stutter, which by todays standard is unbearable
As for your question, because we're stuck with it
I'm doing just fine with the network protocol... I've had 25+ people in a game with smooth movement, AI, lights (server-side! mind you) etc... and it worked fine and was well under 10 CPU at 40 FPS. If you need more horse power, you can just throw up another Daemon on another core, and write your game to be modular. If you're so concerned about multiplayer performance, then do something about it. You have to design different area's of your map to be hosted by different daemons etc... Otherwise, BYOND has well enough power to host anything under 25 players in a single core. There are many games that get away with double that.
If my entire BYOND experience was playing SS13 and working on SS13's code, I'd probably be talking just like him.
But I agree. This whole conversation has been pointless and depressing.