16.08.2009, 19:36
Hmm, well I know right now I use a lot of timers, some as low as milliseconds, so your telling me keep the buggy timers (sorry but Timer sync is terrible). Instead of having a variable count up to a certain number in OnPlayerUpdate then execute whatever callback was normally called by that timer?
I have played with OnPlayerUpdate and heavy maths or file writes before it returns does cause major desync, but what about using the method I described?
I think instead of telling people what not to do, it would be better to have a more in depth tutorial on HOW TO USE it, because so far with my tests I have been able to get rid of at least 4 or 5 SetTimers and loops. I have yet been able to test on a massive scale only a few people so which method is better?
I have played with OnPlayerUpdate and heavy maths or file writes before it returns does cause major desync, but what about using the method I described?
I think instead of telling people what not to do, it would be better to have a more in depth tutorial on HOW TO USE it, because so far with my tests I have been able to get rid of at least 4 or 5 SetTimers and loops. I have yet been able to test on a massive scale only a few people so which method is better?