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Re: A few thoughts on client/server in multi-player games
- To: crossfire (at) ifi.uio.no,
- Subject: Re: A few thoughts on client/server in multi-player games
- From: Klaus Elsbernd <>
- Date: Sun, 10 Apr 1994 11:48:01 +0200
- cc:
- In-reply-to: Your message of "Sun, 10 Apr 1994 02:17:12 MET DST." <>
From: Mark Wedel <>
> I've actually run some crossfire (albeit single player) with profiling
> information, and the big cpu hog is the process_events function
> % cumulative self self total
> time seconds seconds calls ms/call ms/call name
> 38.9 257.66 257.66 10671 24.15 31.31 _process_events [3]
> 11.3 332.36 74.70 38211 1.95 2.23 _get_ob_diff [10]
> 10.0 398.96 66.60 mcount (841)
> 3.1 419.61 20.65 184745 0.11 0.18 _get_variable [18]
> 2.9 438.75 19.14 10738 1.78 1.78 _draw_color_pix [21]
> 2.3 453.90 15.15 305860 0.05 0.05 _update_position [24]
> 1.6 464.32 10.42 3975 2.62 2.92 _expand_sight [28]
That sounds sad. Does that mean, that one can't expect much more performance
if we change to a client server model. Perhaps the values change when there
are more players. (But I don't think that)
MfG
Klaus