CobbleSword / NachoSpigot

NachoSpigot is a fork of TacoSpigot 1.8.9 that offers several enhancements to performance as well as bug fixes.
GNU General Public License v3.0
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IonSpigot - Smooth & lag compensated potions #246

Closed Rastrian closed 2 years ago

Rastrian commented 2 years ago
Sculas commented 2 years ago

Did you close it by accident? :P

Sculas commented 2 years ago

Ah, the old commits are still there. Don't worry about it for now, I'll squash merge it. After this PR is merged, I recommend you to clone the master repo on CobbleSword, then change the origin to your fork and then force push it to make the branches equal again.

Sculas commented 2 years ago

@Rastrian Is this PR done?

Rastrian commented 2 years ago

@Rastrian Is this PR done?

basically yeah, im maybe thinking in draft and do hit detection / knockback async

CyberFlameGO commented 2 years ago

That doesn't sound like a good idea

andreasdc commented 2 years ago

@Rastrian Is this PR done?

It will be the best to improve performance of ticking and movement of entities. Implementing Starlight would be nice too.

Rastrian commented 2 years ago

@Rastrian Is this PR done?

It will be the best to improve performance of ticking and movement of entities. Implementing Starlight would be nice too.

im literally working with async entity tracking now

Rastrian commented 2 years ago

That doesn't sound like a good idea

Agreed, maybe doing little PRs its better.

andreasdc commented 2 years ago

w

Waste of time

Rastrian commented 2 years ago

w

Waste of time

ewwww, async entity tracking literally fix issues with entity movement.

andreasdc commented 2 years ago

w

Waste of time

ewwww, async entity tracking literally fix issues with entity movement.

Ok then waste some time and come back when you will get to my point of view :P

Rastrian commented 2 years ago

w

Waste of time

ewwww, async entity tracking literally fix issues with entity movement.

Ok then waste some time and come back when you will get to my point of view :P

what point of view dude? wtf are you talking about.

andreasdc commented 2 years ago

w

Waste of time

this + you won't optimize movement by doing async tracker, it's better to focus on improving code of movement and ticking

I'm far forward in such things.

Rastrian commented 2 years ago

w

Waste of time

this + you won't optimize movement by doing async tracker, it's better to focus on improving code of movement and ticking

an parallel entity tracking its literally optimizing the movement of entity.

IonSpigot implements the config faster-cannon-tracker, which improves a bit how entities work compared to the original implementation. But that doesn't totally solve the issue because this movement is intense when you put several entities simultaneously.

image

Rastrian commented 2 years ago

w

Waste of time

this + you won't optimize movement by doing async tracker, it's better to focus on improving code of movement and ticking

I'm far forward in such things.

If you're really ahead why don't you just raise a PR contributing this issue?

andreasdc commented 2 years ago

w

Waste of time

this + you won't optimize movement by doing async tracker, it's better to focus on improving code of movement and ticking

an parallel entity tracking its literally optimizing the movement of entity.

IonSpigot implements the config faster-cannon-tracker, which improves a bit how entities work compared to the original implementation. But that doesn't totally solve the issue because this movement is intense when you put several entities simultaneously.

Move, getCubes, t_ (tick), checkBlockCollisions, raytracing (double in interactions).

I do it privately at the moment, maybe I will share something other than advices and feedback sometime. 🚀

Changing event system to something like we have with movement handlers in Nacho would help too.

Rastrian commented 2 years ago

Bump @Lucaskyy

Sculas commented 2 years ago

All good then, thank you for this PR! :)