Being that I am tired.. I will try and talk about event based systems and
rounds.

We have "rounds" in ROM in that everything is a cyclic through a linked
list.  Every X time you get to cycle through.

Event time is set that "5 seconds from now, this happens".

So it looks like.. actually they are the same?  Well the problem is that
they are not the same in that a round system can deal with slow/bogged down
systems a bit easier.  If you have a specific thing that happens that takes
a long time to do (A skill that takes longer than another skill to CPU
setup) then the round system can handle it by just delaying the next thing.
It is translated into LAG time that comes from the CPU.  Its drawback is
that a badly coded skills/function can lag the entire game.  ie: finger.

Event queues cannot handle the lag directly but if they are coded extremely
well then you can thread each function.  Each thread would have the
complication of trying to work with other threads.  Having one huge long
event queue that kicks off threads would eliminate lag but then one thread
may finish before another and cause some other issues.

I should not talk after being so tired.  Performance issues are something I
deal with at my Paying job for many a year.

Chris
----- Original Message ----- 
From: "Davion Kalhen" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, November 24, 2004 2:28 AM
Subject: Re: ROM


> I agree with you on the death occurance thing, but maybe not to the
> same degree. I don't like the stunsettings and such stock ROM comes
> with. It bothers me.  But, as far as instant kills, if one player is
> faster than the other, and the other has no time to retort his
> attacks, death should come swiftly to him/her.
>
> Chris Wrote:
> I like a round robin scheme.. and disagree with your event driven idea.
If
> you are to understand that everything takes X amount of time and then the
> entire game is sliced into time then events happen in order as well.  The
> laggier systems, means the base timeslice is slower.
> -------------------------------------------------------------------------
> I don't get what you mean by round robin scheme.
> Why would you disagree with it? That would also asume that the tick
> based system of ROM is also flaud, in the fact that the game is
> segmented into 90 second time slots.  The point of the event que is to
> stop the polling which ROM does. It tends to waist CPU. First off, you
> should have an aggro list for all your aggressive mobs, this can be
> solved by giving all aggro mobs an 'aggressive event' to attack PC's
> in the room. Make combat based on events. Etc. With an event
> style-mud, there's no need for WAIT_STATE, or atleast, I haven't found
> one yet. It just got in my way.
>
> But basicly, ROM cycles through the char list, and object list way too
> often in the update cycles, this should be changed so it isn't going
> through hundreds upon hundreds of nodes each tick.
>
> Davion
> -- 
> ROM mailing list
> [email protected]
> http://www.rom.org/cgi-bin/mailman/listinfo/rom
>
>


  • ROM Davion Kalhen
    • Re: ROM Chris \"Winston\" Litchfield
      • Re: ROM Davion Kalhen
        • Re: ROM Mike Barton
        • Re: ROM Chris \"Winston\" Litchfield

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