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Originally Posted by konidias
I think what you mean by images is that you shouldn't use a lot of setshape and images and should try to use the gani that has a built-in setshape. Especially should avoid using setshape2 unless you absolutely have to.
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I fail to recognise that setshape2 violently affects performance. GK uses it all over the place.
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As for comments in scripts... Removing the unnecassary would speed up level loading I would imagine...
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I assure you that you will not be able to measure any performance gain in scripts by removing (normal amounts of) comments.
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Though I never really saw a reason to put your name at the top of it. Like wow, you need to give yourself recognizition for a light or something?
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That is because you work alone.
I find it pretty useful to know made a script. By putting your name on a script, you take the responsibility for what it does, make it clear who to contact about issues with it or for information and suggested improvements, etc.
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Loriel, the npc server can take the abuse. As long as the scripts are done well, and you don't have some crazy script looping with sleeps and for loops in a timeout or something... then it will be faster.
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I think that performance gain should absolutely not be a reason to put things serverside instead of clientside. The most important ones are the immense power of the serverside and the added security, I think.
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Clientside sends the information to every client individually.
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I do not really get what you mean there. The things that you do serverside get sent to clients as well.
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People think clientside is better, but in reality, clientside is only better for people with incredibly fast computers.
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In reality? There is no such thing as reality for performance considerations, there are only certain distinct situations.
I think that there is only a relatively small amount of code that could be put equally well serverside and clientside. For that, I suggest that it is put clientside, so there is no lag, and less work for the server, etc.
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Serverside is pretty much the same for everyone.
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In other words, incredibly slow. We have had to disable certain especially unperformant parts of the serverside scripting on GK when the load gets too high, because the game becomes nearly unplayable then.