It's a breakdown of how long the engine spends in each part of the code, per frame. At the very top of each, you'll see a Frames Per Second count, and a time in milliseconds (msec) or microseconds (usec) displayed. Below this is a hierarchy of sub-tasks within the frame, with each sub-task having it's own time too. Some tasks listed don't have a time, rather they have a count, such as the number of primitives. I can't tell you what every one of them mean, as I don't know the specifics of each item, but they are useful for Uber to determine where in the code the most time is spent - this allows prioritisation of cpde optimisation. Client is the engine running on your local computer, Server is the engine running on the server, and Sim is the simulation (non-graphical) aspect of the server. The Sim is locked at 10 Frames per second, meaning events happen at most every 1/10th of a second.
i love the USE (Uber System Editor ) is it just me that i get a "God Like" syndrome when i am creating solar systems? TOTALY love it. i was worrying first, but it seems you will make it in time! your progress is great, fast and solid! found some bugs though gonna report them asap. p.s next live stream request, you had back in june a very nice topic talking about how the p2p network no longer serves the RTS game needs, how PA is using the client/server simulations etc. i would love to see some demos and hear some more geeky stuff from an Network Engineer / Programmer from your team about that topic. not just gameplay and art for example path finding algorithms was great few months ago
It doesnt break a single mod and makes on unnecessary. /like However this doesn't work: The client should now make use of your display name if you have one set (http://store.uberent.com/account/MyAccount)
It'll be all that much sweeter when display names work next patch EDIT: can't wait to use the system editor when I finally get up today
I designate the mass when I make the planet, rather than adjusting existing planets. This does allow for moons, or even moons orbiting moons.
There is a very long detailed description of the networking architecture coming from one of our engineers around beta.
Awesome update, things starting to move forward towards multiple planets. Sadly it seems this update broke something. I wont make anything but earth planets for me, i mean i can create and save planets as lava metal whatever, but when i play them, they are just earth planets YAAR a minor setback lol
Seems the AI is broken too, I tried two games yet, but in none of them the AI built more than a few metal extractors and a power plant. Then it stands still and does nothing. When something gets destroyed, it rebuilds it somewhere else (unable to reclaim wreckage it seems). Also I had quite some pathing issues, with following units getting stuck and going in circles