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NetSky

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Posts posted by NetSky

  1. Boost is huge lib plus it contains only STL-containers memory allocator as far as I know. So no chance for it, sry :huh:

    ok i will investigate by test implementation if there are any performance improvements and send you pm if necessary

    @thyros you can create patchfile by yourself with git diff ...but i do not think this is 100% trinity compatible ;)

    if you want to leak this patch you should be able to do this yourself.... tsts :huh: :D

  2. this patch works fine but i still wonder where he got his sql vehicle data from... testing one by one? and i am wondering why he did not use dbc data and introduced this table based system with this it will get hard to get this vehicle system really completed... we should convert this to use dbc data only but i still did not figure out where to get the required aura data from(dbc) if someone knew would help a lot - different way to solute this : use dbc data for flags,etc use db data for required aura which could also be moved to npc_clickspell table

    one other thing that is still missing is the vehicle ehnancements like turrets, etc. -> ulduar leviathan tank for example. but this is just visuals and passenger_seat/spell handling

    @ mynameis : use git fetch or git pull but you got to resolve conflicts afterwards

  3. if this was so your guardian pet would do nothing like a passive pet... adding spell with autocast flag is enough a separated ai would be waste of code

    i can give you exampple how i soluted snake trap or ghost wulve adds of shaman for example temporary the hardcoded way... but i can give also example how to do this more generic with database support or dbc(if this is possible, i got to investigate dbcs first)

  4. Hey, I checked this patch, but there is one mistake I think, because I applied it and i cannot logout anymore.

    Solution:

    I think this part in void Player::_SaveSkills() should be removed:

    if(itr->second.uState == SKILL_UNCHANGED)
       continue;

    After that it works for me so far ;)

    this just means skip this one and continue with next ... has nothing to do with loop

    if you deleted this your char data might get bugged now...

  5. NetSky plz don't spend Ambal time for empty conversation :wacko:

    If you want help with test ... do it.

    Belive, this person (Ambal) know what he do and from his "work" project get only speed up

    i am spending time with empty conversation omg? i can try to interpret that as i should not take his time for a conversation that has no plot from your point of view :huh: . well if you are really confident of your statement then first try to inform yourself what this conversation actually was about ... jeez you are acting as if your life is depending on this patch ... calm down :cool: . i do not think writing a few lines in this forum is keeping ambal that busy that he wont get further progress with his work...

  6. why are you offended? ... this is an educational project so this theory should also be part of this project ... i do not know what is the problem about dealing with such things because if you are part of such a project you should be willing to deal even with theory... this is no offense just a friendly advice ;)

    i will compare efficiency later on at the end of the week when i got some time left.

  7. Sounds like an offense :P In practice I do not post optimization patches if they do not offer performance improvements. Plus, this patch allows you to have any visibility distances w/o need to play with MAX_NUMBER_OF_CELLS define.

    So, if you want theory, draw a square 5x5 cells. Place a dot in central cell <- this is your player/mob/whatever. If you are familiar with current cell search system, you'll notice that with ALL_DISTRICT flag specified for cell search you ALWAYS visit 9 cells around object, and you are ALWAYS limited(!) to these 9 cells. Now, draw 2 squares with dot in central cell as its center:

    1) small one which fits inside central square - here you can calculate benefits for small radiuses.

    2) big one, which covers all 5x5 cells - here you can understand, why this algorithm works with any cell sizes.

    Have fun torturing your brain ^_^

    this is not exactly what i was asking for... if you are familiar to algorithm theory you should be aware that runtimes are calculated to test efficency of algorithms in theory but you were just pointing out that there is the possibility of generic use of cell size ;)

  8. Without patch:

    CPU USAGE: 94% - 100%

    Visibility Config:

    Visibility.GroupMode = 0

    Visibility.Distance.Creature = 100

    Visibility.Distance.Player = 100

    Visibility.Distance.Object = 100

    Visibility.Distance.InFlight = 100

    Visibility.Distance.Grey.Unit = 1

    Visibility.Distance.Grey.Object = 10

    With patch:

    CPU USAGE: 85% - 92%

    Visibility config:

    Visibility.Distance.Continents = 90

    Visibility.Distance.Instances = 90

    Visibility.Distance.BGArenas = 90

    Visibility.Distance.Object = 90

    Visibility.Distance.InFlight = 90

    if you want to compare realistic you got to use the same distances ... this is not really pointing out if you gained any performance... one other aspect is number of active useres moving around getting cell data updated...this should be equal in both tests...

    @ ambal did you ever calculate in theory if the runtime of your algorithm is better in comparison to the existing one?

    if you already did i would be interested what values you get as result for one cell update run specificly for one player moving.

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