is 4 days that all guys lag as hell!
![Shocked :shock:](./images/smilies/icon_eek.gif)
Moderator: Nod_Nod_Nod
BTW if devs don't do sth about that here how ubp will look like, to quote Ams:Lanac wrote:1.1 works good, little lagg for me, but 1.2 is going mad.
1. Why AABB collisions would be slow enough to affect server's performance?grmg.pl wrote:The server job is to:
1. Record (not in a hhd "record like" ofc) hit-boxes and bounding-boxes of structures and players, in relation to map geometry.
2. Once the server knows where the particular hit-box and bounding-box is, it sends the coordinates to players who apply.
3. Check if the players hit enemies.
Delta encoding.So the server has to relay to everyone who applies where the everything that You currently see is
Quake 3 networking makes sure that none of server/client commands are ever dropped.But it doesn't coz someone else got first in line
Quake 3 is reliable and designed for shitty hardware, so few hundred buildables isn't a problem on new processors.And, knowing life as it is, its probably the software not hardware related. Remember - Q3 is 1998
1. Networking (UDP can drop packets if connection is shitty or slow).If not this, then whats causing the lag in Your opinion?