![]() It's a great library that I'd recommend for 2D game development until my face was blue. Notably I've been using SDL2 for it's amazing features and usability. Ironically enough, I do use a different engine for most things I've worked on. That insinuating that I find BYOND to be insufficient. ![]() It's sort of the argument between keeping BYOND relatively idiot-proof or opening up potential security hazards to games for the sake of progress. The caveat to that is that would require the developer to be able to know what functions are and aren't safe to give client-side functionality to. Basically anything that doesn't alter the game-state in any way could safely be allowed to be given the responsibility of the client to do. I still think it's something to look in to, not only for the purposes of say being able to calculate and render effects client-side, but also things like being able to have each client handle certain things that don't explicitly need to be called from the server, such as drawing and handling the client's UI in-game until they actually click on something that requires server communication.Ī lot of issues I've noticed is that BYOND just leverages so much on the tiny amount of server resources it has available to it and a lot of things players do in-game could easily be partly or even wholefully put on the responsibility of the client to handle them. I think Lummox mentioned before that allowing certain procs to be able to be called and run completely client-side was not feasible, or at least very difficult. I know that since building the particle engine, it's given me a lot of insight on the specifics of limitations with a wholefully server-side system. I think we've had this conversation in other topics, but I don't think it's been brought up as an actual Feature Request quite yet. ![]()
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