Closed Rastrian closed 2 years ago
Did you close it by accident? :P
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.
@Rastrian Is this PR done?
@Rastrian Is this PR done?
basically yeah, im maybe thinking in draft and do hit detection / knockback async
That doesn't sound like a good idea
@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 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
That doesn't sound like a good idea
Agreed, maybe doing little PRs its better.
w
Waste of time
w
Waste of time
ewwww, async entity tracking literally fix issues with entity movement.
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
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.
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.
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.
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?
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.
Bump @Lucaskyy
All good then, thank you for this PR! :)