Deterministic scripting
Re: Deterministic scripting
Awesome, thanks for the info.
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Re: Deterministic scripting
Emm i've got a question. Does this mean that quite a lot of AI events can fall on a single game frame? So most of my attempts to +/- 100ms randomize AI timers (to reduce the amount of events triggered at the same time) were useless, since it's most likely still the same game frame?Per wrote:Each game frame is 100ms in game time. A game second has 10 frames, always. A game second may last shorter or longer than a real second, depending on lag and game speed setting.
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Re: Deterministic scripting
Heh, I was doing the same sort of thing, with like ± Random(0...100)ms
But yeah, sounds like in general randomisation would need to be >100ms and in chunks of 100ms.
But yeah, sounds like in general randomisation would need to be >100ms and in chunks of 100ms.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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Re: Deterministic scripting
Yes, randomization needs to be > 100ms to have any effect.
I'll get around to adding load balancing at the engine layer one day. I want to add some measurement code first to see where the problems are, though, since I do not like adding code blindly
I'll get around to adding load balancing at the engine layer one day. I want to add some measurement code first to see where the problems are, though, since I do not like adding code blindly