bru wrote:Why aren't the menus handled client side?
bru wrote:Why aren't the menus handled client side?
GauVeldt wrote:my only question is why these very things lag on an eight-core recent computer with the client and server on same machine?
there could be a lot of inventories kicking around, especially when mods must use hidden player inventories to keep any persistent player attributes.
maybe the player stuff should use sqlite like the maps, perhaps speeding things up versus filesystem access (the sqlite library is highly optimized, transactional (thread-safe), resistant to power-loss conditions, etc.)
I've been considering such a change in my local build of minetest.
Evergreen wrote:...
The speed of your computer has nothing to do with lag.
rubenwardy wrote:On singleplayer it does.
Evergreen wrote:GauVeldt wrote:my only question is why these very things lag on an eight-core recent computer with the client and server on same machine?
there could be a lot of inventories kicking around, especially when mods must use hidden player inventories to keep any persistent player attributes.
maybe the player stuff should use sqlite like the maps, perhaps speeding things up versus filesystem access (the sqlite library is highly optimized, transactional (thread-safe), resistant to power-loss conditions, etc.)
I've been considering such a change in my local build of minetest.
The speed of your computer has nothing to do with lag.
Krock wrote:bru wrote:Why aren't the menus handled client side?
To prevent from cheating.
Krock wrote:bru wrote:Why aren't the menus handled client side?
To prevent from cheating.
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