ID:136631
 
Will BYOND ever have enough power to run smoothly with out hosting on cable? Many games have a flaw of the fact of how hard it is to move, due to the major lag. That and will there ever be an option to move around the tile system? many games are force to make multi-tiled objects and can't move diagonally very well because you have to use tiles.... Just curious....
You don't HAVE to use tiles. You can easily get around it (if you don't mind a jerky camera).
In response to Garthor
Well now, we don't want those games to have more lag then they already do =).



<<>>Semaj<<>>
That's got very little to do with BYOND's power... bandwidth is bandwidth is bandwidth. BYOND could be a hundred times as powerful as it is, and a slow connection would still be a slow connection.
In response to Semaj
My game works fine with it, and there's no lag.
In response to Garthor
MmmMM, when I played around with using pixel movement, my stick figure game was laggy, so I guess low ram can't handle it to well, I only have 128 =(.(It was only me moving around)

<<>>Semaj<<>>
In response to Semaj
You must've had innefficient code. My computer is about that, and it handles a bunch of people moving around just fine.
In response to Garthor
I'm pretty sure it wasn't inefficient, it was only about 30 lines long and I rechecked over it a lot, I must of had a bunch of background programs running at the time(Winamp, Kazaa, a few websites.)


<<>>Semaj<<>>
In response to Semaj
Becuase your moving pixel by pixel, lol
In response to Lesbian Assassin
i think dan and tom should do a HUB Wipe, clean out all HUB files and stuff then we can start fresh and clean!!!!!!!!!!!!!!!!!!!!!!!!!!



or whatever
In response to Semaj
Semaj wrote:
I'm pretty sure it wasn't inefficient, it was only about 30 lines long and I rechecked over it a lot, I must of had a bunch of background programs running at the time(Winamp, Kazaa, a few websites.)


<<>>Semaj<<>>

Line numbers don't matter. Let me show you two examples of fairly effecient code, and ineffecient code.

ineffecient and easy to break
<code> proc/PlayerOrNpc(M) for(var/atom/A) if(istype(A,/turf/)) for(var/atom/B in A.contents) if(istype(B,/mob/)) if(B.name==M:name && B.client && B.key && ) return PLAYER else if(!B.name==M:name && !B.client && !B.key) return NPC #define PLAYER 1 #define NPC 2 </code>

Quite a bit more effecient
<code> proc/PlayerOrNpc(mob/M) if(!M) return 0 if(M.client && M.key) return PLAYER else return NPC #define PLAYER 1 #define NPC 2 </code>

The first example is only 1 line longer, but way less effecient.

Alathon\\
In response to Branks
Branks wrote:
i think dan and tom should do a HUB Wipe, clean out all HUB files and stuff then we can start fresh and clean!!!!!!!!!!!!!!!!!!!!!!!!!!

or whatever

You're one of the few people with any reason to want such a thing. It's kind of like saying "I wet the bed, so let's pressure-wash the interior of everyone's house."

Lummox JR
One thing you might take note of is that BYOND was originally designed to build text MUDs. Fact is, BYOND seems to function many times faster when running text MUDs that it does when running common graphical games.

But, Lexy has it right. It's not the "power" of BYOND that has anything to do with it. The difference is that other games you see run most everything from the client based on the bits of information it receives from the host. Usually the client makes up for what it doesn't know by "guessing" the outcome and correcting it later. But, the engines that those games run on were designed specifically to support whatever they're designed to support. BYOND can't be that way because it has to support whatever the creators want it to. Fact is, if you want a game that appears to run smoothly on poor connections, you'll just have to get down and learn to program the hard way instead of using something simpler like BYOND.

Your best bet though is just to use BYOND for what BYOND does best. There are other programs out there that would probably support more action-packed games with less lag - if they support multiplayer at all. But don't expect to be able to create much else with them.
In response to Foomer
Foomer wrote:
One thing you might take note of is that BYOND was originally designed to build text MUDs. Fact is, BYOND seems to function many times faster when running text MUDs that it does when running common graphical games. [snip]

From http://www.byond.com/start/byondmud.html :
"BYOND was originally designed to be a graphical MUD"
In response to ACWraith
Fine, it still has built in text MUD support that works better than the built in graphical MUD support :oP
In response to Foomer
Fact is, BYOND seems to function many times faster when running text MUDs that it does when running common graphical games.

C++ seems to run many times faster when running text MUDs than it does when running common graphical games, too. =P
In response to Spuzzum
That doesn't invalidate my point :oP
In response to Foomer
Foomer wrote:
That doesn't invalidate my point :oP

But it does bring up the point that BYOND can't really be faulted for having graphical games that run reasonably slowly.

Also, the MUD craze has been dying off -- it was mostly a '90s phenomenon, and now, while there are definite examples of it still alive and kicking, for the most part a large portion of MUD programmers are moving onto single-player games, getting jobs in software development, etc.

(Another thing to consider is that many text-based games are almost as slow as graphical ones. The graphical games only seem slower because you can visibly see the effects of lag. Text-based games aren't so revealing to lag -- all you notice is a delay between entering commands, rather than stuttering effects of sprites moving about.)
In response to Spuzzum
Spuzzum wrote:
Foomer wrote:
That doesn't invalidate my point :oP

But it does bring up the point that BYOND can't really be faulted for having graphical games that run reasonably slowly.

Also, the MUD craze has been dying off -- it was mostly a '90s phenomenon, and now, while there are definite examples of it still alive and kicking, for the most part a large portion of MUD programmers are moving onto single-player games, getting jobs in software development, etc.

(Another thing to consider is that many text-based games are almost as slow as graphical ones. The graphical games only seem slower because you can visibly see the effects of lag. Text-based games aren't so revealing to lag -- all you notice is a delay between entering commands, rather than stuttering effects of sprites moving about.)

Actually, when you play what I'd consider a fastpaced MUD(totally pk oriented) you learn to notice lag at the slightest delay, much like I grouptell possible ping spike as soon as my CtS or StC goes above 0% in Everquest.

Although I do have to say lag in graphical games is much more annoying(Unless the MUD is freezing up, or theres 20+ seconds of lag)

Alathon\\
In response to Lummox JR
You wet the bed?!?! wow!!




jk


No a hub pwipe would suck, for the fact think of it this way -

People put a game in hub, lost codeing and hosting-files.

How will they put it back up?

But, what i vote against is Dantom deleteing all the Genesis rips, and Zeta rips. Thatll free up alot of space.

RaeKwon
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