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Description
When playing Hypermine in single-player, there are a few things that it does that do not make sense from an outsider's perspective:
- In Windows, the first time you play it, a Windows Firewall message pops up. This could be prevented by simulating network features by doing everything in memory instead of sending TCP/UDP packets through localhost.
- Both the server and client generate chunks independently, which, in single player, means that many chunks are generated twice unnecessarily.
- The server and client's steps are timed independently, meaning that one can lag without the other, causing difficult-to-justify jerky movement.
Ideally, it should be possible to resolve the above issues without significantly increasing maintenance burden.
I don't think it makes sense to prioritize this issue until enough gameplay features are fleshed out that the codebase has stabilized somewhat, and render-distance related optimizations have been improved. This is especially true because doing this early risks single-player and multi-player code diverging, making testing netcode difficult (and easy to forget).
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