Re: [TUT] Modules and efficient scripting
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So basically what am i saying? Changing its code like i said is not a trivial optimization but, for me, a obligatory one. |
Re: [TUT] Modules and efficient scripting
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Just checked if the model is right on player's spawn. If not - give player the right model. But yeah... Doing it on team change event should be better. |
Re: [TUT] Modules and efficient scripting
so does it matter whether i use pev_origin or EV_VEC_origin for example? thats the only question which left in my eyes :)
nice tut ;o) |
Re: [TUT] Modules and efficient scripting
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Engine is faster than FakeMeta in this situation for instance. |
Re: [TUT] Modules and efficient scripting
So anything that Fakemeta and Engine can do, Engine will do it faster, or...?
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Re: [TUT] Modules and efficient scripting
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Look as an example you can try to test this code. http://forums.alliedmods.net/showthread.php?t=65427 In that topic you can see both fakemeta and engine example you will see that engine works better. [The camera pozition is better/faster updated!] Edit: I will later post these plugins in the main topic and some of your questions so that people can see them :). |
Re: [TUT] Modules and efficient scripting
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Re: [TUT] Modules and efficient scripting
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Re: [TUT] Modules and efficient scripting
I think there will need to be more testing on the actual fakemeta natives vs the engine natives. As for now the only argument has been fakemeta conversions (stocks that emulate the engine natives), but http://forums.alliedmods.net/showthread.php?t=65427 just puts it to fakemeta, there is not any fakemeta conversions so you can't completely say that fakemeta is slower in that situation.
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Re: [TUT] Modules and efficient scripting
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About set_pev/entity_set the results say that it is basically the same thing.
(The same for pev/entity_get) |
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