Finish NSWeapon and its surrounding functions #64

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opened 2022-07-25 11:24:05 -07:00 by eukara · 0 comments
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NSWeapon will replace the old weapon_t based system. The reasons are obvious to those in the know, but here's why I am not just engineering it for fun:

  1. NSWeapon based weapons will allow for far more optimised networking. The player just has to keep track of the entity id's for each weapon in their inventory. The weapons will network the attributes relevant to them and only update them when necessary.
  2. NSWeapon based weapons will allow for far smaller amounts of code
  3. Finally gives mods/games the ability to override internal weapon-logic
  4. You can have far more weapons in your inventory as a result of handing the networking of attributes to the individual weapon

For the time being, stick to weapon_t for new projects UNLESS YOU HAVE A VERY GOOD REASON TO WAIT. I am to support both systems to avoid having to port everything I've ever written for the individual games.

NSWeapon will replace the old weapon_t based system. The reasons are obvious to those in the know, but here's why I am not just engineering it for fun: 1. NSWeapon based weapons will allow for far more optimised networking. The player just has to keep track of the entity id's for each weapon in their inventory. The weapons will network the attributes relevant to them and only update them when necessary. 2. NSWeapon based weapons will allow for far smaller amounts of code 3. Finally gives mods/games the ability to override internal weapon-logic 4. You can have far more weapons in your inventory as a result of handing the networking of attributes to the individual weapon For the time being, stick to weapon_t for new projects UNLESS YOU HAVE A VERY GOOD REASON TO WAIT. I am to support both systems to avoid having to port everything I've ever written for the individual games.
eukara self-assigned this 2022-10-14 23:43:29 -07:00
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Reference: tech/nuclide#64
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