There are easy ways around this. The reason its so complicated with logic is that it recalculates the lighting data on chunk updates. If you do it for a whole entity though it becomes something the shader can do each frame. Doing it per light is what gets heavy, but it depends heavily on what...
It seems to not be using the right driver as SmilingDemon has mentioned. After googling lmimirr seems to be for LogMeIn, and it may be affecting your install. If the above driver does not fix it then you may need to find a safe way to remove lmimirr.sys from your system to check again.
I actually just think the pressure on the player just isn't enough. You aren't forced to spend resources often enough to stop gigantism. In that regard NPCs should really help.
Worst case might be closer to 32x32x32x4 since an offset block could occupy the space of 4 others? Thats quite a bit smaller but still a large number. And you wouldn't need to check for both ends.
Well latency itself will always be better on single player as its basically a function of how busy the OS is and can shuttle packets from your client to server, and vice versa.
Acceleration and position updates are terribly easy and largely not the issue. Checking for collisions is heavy. Once...
Physics is the largest culprit for server lag, and generally you get a lot more clientside lag if you render range is too far.
The physics side is actually a terribly hard problem to solve, Which is why big online games tend to just avoid it. Rts's and Eve solve it by keeping everyone in lock...
Ok so where do I start:
After discussion with others after the stream. I think Criss is right in trying to provide a more story-like experience, but I really think it should break down into two very specific things. These concepts would allow you to build a dynamic universe.
First you need...
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