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Re: What would happen if Apoc Rising became FilteringEnabled

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Abjection is not online. Abjection
Joined: 25 Dec 2013
Total Posts: 1606
14 Dec 2014 03:15 PM
Would it be able to work without lagging really terribly?
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eLunate is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
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 is not online. parkiet3
Joined: 16 Jul 2011
Total Posts: 832
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 is not online. Argelius
Joined: 19 Jul 2010
Total Posts: 4047
14 Dec 2014 04:19 PM
How do you know it isn't already FilteringEnabled
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Abjection is not online. Abjection
Joined: 25 Dec 2013
Total Posts: 1606
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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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
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 is not online. Abjection
Joined: 25 Dec 2013
Total Posts: 1606
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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