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Am I the only one?
#11
Asrrin29 Wrote:oh and another thing. I could *almost* care less about how optimized the client is, because most people have a computer built this decade and it should be enough to run anything a 2D VB6 game can throw at it. (though there were a few fixes, like the CPU usage fix, that I included) I do care a lot about server optimization though, since it does a lot of heaving lifting. for example, I have the client calculate item level when editing items as opposed to the server, saves on CPU cycles for other clients.

I'm sorry to say that you're wrong there.

Mirage uses some very heavy controls, and if you take it to the extreme (For example, the Visual Inventory tutorial) you can easily make your game unplayable on fairly mid-market computers.

Also, if you're loading 100mb worth of graphics and you don't fix the bug which makes the client load the graphics twice, you're loading 200mb+ worth of graphics, and on a computer with 128mb of RAM (Yes, they do still make them like that) then that computer is going to be raped.

Besides, look at what Mirage games are. Primitive ORPGs using 16-bit graphics. You shouldn't need over 128mb of RAM and a half-decent processor to run them.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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