Abjection
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| Joined: 25 Dec 2013 |
| Total Posts: 1606 |
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| 14 Dec 2014 03:15 PM |
| Would it be able to work without lagging really terribly? |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 14 Dec 2014 03:47 PM |
Duhh Infact, a lot of things would work better assuming they handled their network model properly hehe |
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parkiet3
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| Joined: 16 Jul 2011 |
| Total Posts: 832 |
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| 14 Dec 2014 04:10 PM |
| I guess that the world will explode, but im leaving to mars with ma homebuilt spaceship. Good luck guys! |
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Argelius
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| Joined: 19 Jul 2010 |
| Total Posts: 4047 |
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| 14 Dec 2014 04:19 PM |
| How do you know it isn't already FilteringEnabled |
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Abjection
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| Joined: 25 Dec 2013 |
| Total Posts: 1606 |
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| 14 Dec 2014 09:07 PM |
It's obvious because of the exploits.
Aw, shame FilteringEnabled isn't realistic for large scale projects, I wanted to use it on something I was working on but I can't. |
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| 14 Dec 2014 09:14 PM |
| It's realistic for large scale projects. It works quite well with that. Conversion is probably a pain, and even more so if you used a ton of messy methods prior to conversion. |
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Abjection
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| Joined: 25 Dec 2013 |
| Total Posts: 1606 |
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| 14 Dec 2014 09:40 PM |
It's not really hard to get a game compatible unless your scripting sucks. For the most part you're just moving code and adding a few lines.
However, with large projects "lag" can be a huge issue and using FilteringEnabled can take a huge toll on that. Especially in games where fighting is important (like Apoc). |
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