Just dont be an ass.Īnd I state thats its best, not that its required. Given your response, is it safe to assume you have done networking for a game? Maybe you should provide some reasons as to why this won't be an issue instead of instigating conflict with such a condesending tone then? I would love to hear about your experiences adding networking to an existing finished game! Seriously, speak geek to me. It proves nothing so your opposition seems without reason. Problem is I dont know how they are going about things, and neither do you, making your issue with my comment more than a bit strange to me. It could very well be an insignificant difference in comparison if done right, I know. The only question is, how much work and that largely depends on the devs and how they go about things. That would be silly, as it is self evident. And no, I wont provide you proof for that. Along with the things that no longer work because of the networking, or have to be redone several times over- all the waste from having had to write the game twice basically(little bit of an exaggeration, but gets the point across). What you should be asking me is, to write up some single player code, then show the differences after reworking it for networking. Creating work for yourself is creating more work, no matter which way you cut it. This doesnt need mathematical proof, as it is just plain logic. If you are not structuring around the idea of multiplayer from the start, then you need to backtrack through all your code when you finally get around to it. So I am a bit concerned with your rather aggressive tone and completely random thesis statements, as it seems you are simply setting me up for a strawman for something that has nothing to do with what I said. I agree that there is alot of math in this, and I don't think anyone was claiming otherwise. I am not sure you understood my concern. What kind of math would you require? Timing the differences, lol? There are several mods that can help us test our own mods, besides using debugtools.You want mathamatical proof on how having to backtrack thru all their work would increase workload? This doesnt make any sense to me, it would be fairly obvious that it would do so by the very nature of backtracking thru your own work and redo'ing everything. Plant vs Undead is a multiplayer tower defense game, where your plants. Usually we'll create our own test files inside of them, there's no need to make a separate mod with mixintos just for testing your custom mods. And Beams And A Custom Stone Hearth With Antique Cookstove As Focal Points.
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