SL21W34: Difference between revisions
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* '''Problem: PlayerFake movements are currently stateless''' | *'''Problem: PlayerFake movements are currently stateless''' | ||
** 1. Showing different data based on positional information would be a shit idea | **1. Showing different data based on positional information would be a shit idea | ||
** 2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad) | **2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad) | ||
** 3. Saving states for everything would be overkill / shit | **3. Saving states for everything would be overkill / shit | ||
** 4. Identifying the specific fake is difficult if we want to persist the data | **4. Identifying the specific fake is difficult if we want to persist the data | ||
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* Implementation Fakestuff state management | *Implementation Fakestuff state management | ||
** Add Unique persistable ids to fakes | **Add Unique persistable ids to fakes | ||
** By default have unique id as null/unset to reduce data/lookups | ***This might cause problems if we allow copy/transfer to other places in the gameworld | ||
***Copying a player with conneted menu will be difficult as well | |||
***as will be copying a player with movement connected | |||
***needs ID-rewrite in all those connected systems | |||
**By default have unique id as null/unset to reduce data/lookups | |||
** | ** |
Revision as of 16:26, 25 August 2021
- Problem: PlayerFake movements are currently stateless
- 1. Showing different data based on positional information would be a shit idea
- 2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad)
- 3. Saving states for everything would be overkill / shit
- 4. Identifying the specific fake is difficult if we want to persist the data
- Implementation Fakestuff state management
- Add Unique persistable ids to fakes
- This might cause problems if we allow copy/transfer to other places in the gameworld
- Copying a player with conneted menu will be difficult as well
- as will be copying a player with movement connected
- needs ID-rewrite in all those connected systems
- By default have unique id as null/unset to reduce data/lookups
- Add Unique persistable ids to fakes