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Old 07-21-2010, 07:36 AM   #30
ayexeyen_
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Join Date: Sep 2009
Location: Europe
Posts: 86
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Quote:
Originally Posted by chilko View Post
Auras are one of the distinctive features in Regnum.
but Auras are a pain...
[LIST][*]They cost too much processing time on the server (the 3 aura limit is in place because that's one of the reasons for the server to cry during an invasion.

what do you guys think?

About the CPU consuming here my theory... I'll try to explain it (with my bad english), the theory is called "hit cactus theory" . Maybe I am (really) wrong and this will not help you but a post cost nothing. Ok so, when you move around I suppose that you do some check on the terrain like when you hit a wall or a tree or an (ignis) cactus (basically to prevent that a player go through it). Now, instead of compare the distances between the conj and the players why don't make the auras a (mobile) property of the terrain? Now is a particular position that have a property it's not the conj anymore.

Instead of calculate the distances for each player and check if they are in range you could add another "check for properties of the terrain" for each player.

Could it help?
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Ayexeyen (in phonetic word "aiεkzεiɱ"): Ignis Barb 60

Last edited by ayexeyen_; 07-21-2010 at 08:05 AM. Reason: typo
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