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12:20 AM
@GustavoMaciel I think the server is choking from all the traffic he's probably getting. (It's back up now and worth looking at:)
 
Sie
Oh criminy. Someone is trying to impersonate the principal at my moms school and is trying to get them to send scratched off iTunes gift cards lmao.
The scammer's e-mail is "headofschool5544@gmail.com" instead of the normal "JohnDoe@county.k12.fl.us".
 
@DukeZhou Yay! reading
@Sie what a kiddo lol
 
12:44 AM
did you get an email?
 
Sie
I didn't she was just talking to me on the phone and I asked her to send me a screenshot. After the kid started talking about sending scratched off cards we both knew it was a scam.
 
you should just ask the kid for a physical address to mail them to so you can look them up in the phone book
 
Cameron Browne's Elegance In Game Design is also freely available again! ccg.doc.gold.ac.uk/ccg_old/papers/browne_tciaig12_3.pdf
 
Sie
@Jimmy I wonder if he'd or she'd be that dumb lol.
 
You'd be surprised. a lot of scammers aren't the smartest people
 
 
9 hours later…
10:24 AM
Hey there ! When my player logs in i generate server side about 55 different objects in each of 9 chunks. I pack those into a list and send it to the client. The client receives them and checks if those objects are in the "Movement Area" of the certain player ( He can only see stuff in this area ). When it is in the movement area i spawn those resources in... the problem is that this takes about 700-800 ms ...
it is noticeable ( it lags )and i already use 9 different threads for every chunk to do this process. What else i could do to speed this process up ?
 
nwp
10:42 AM
Create a test case that shows the problem. Benchmark it to get a base line. Profile the code to find problem areas. Try to improve the performance of the problem areas. Benchmark again to see if you made it better or worse.
 
The problem is basically the spawning... im using unity and im spawning prefabs in once i receive the objects. I often heard that gameobjects in unity are performance intensive but theres no way around it ^^
 
nwp
The problem is that you are optimizing code based on what you often heard instead of measuring the time.
 
Hmm thats true... so i should just stop the time to check if i made improvements ?
 
nwp
That is one of the steps I outlined above, but not the first step.
 
11:18 AM
@nwp You are a god... dammit i found the problem and i could increase the performance from about 700-800 ms to about 50-100 ms :D
I just jumped to often from the main thread to other thread and that caused massive lags >.<
 
 
5 hours later…
3:53 PM
0
Q: No project in visual studio using unity created

SomeWindowsUserAs I have sometimes problems with intellisense in visual studio using unity, I searched for some answers. It was almost everytime pretty much the same: Reloading the project. But in my solution explorer, there is not even a project shown that i could reload. Are you able to manually create the p...

 

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