no lag

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Frost
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no lag

Post by Frost »

i would just like to say that the goos thing about this game is that there is no lag!!!!! in lots of other games such as runescape there is heaps. how did you possibly do? goos on u guys :D
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Fudrake
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LAg?

Post by Fudrake »

I notice that you often compare this game with Runescape.

Well, you'd be pleased to know that this game, I'm confident to say, offers much more.
To my surprise, when I saw Runescape, I realised that it was not the Client-server application type of game... but it's a really well constructed Java Applet. Java is famed for being slow.

The Universal is a game compiled and made in C, with direct access to DirectX.

Java is only half-compiled code. it runs considerably slower because it interprets the byte code of the applet, requires the browser's plugin to translate it, then it communicates with DirectX or OpenGL. too many layers make the whole thing slow. Or maybe it's just bad coding. The sheer quality of graphics in The Universal you may compare, is far bettter than Runescape's low-poly, poorly textured terrain and characters.

Compiled code rulez. The current 3D engine rulez too.
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JasonX
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Post by JasonX »

Runescape laggs for me.
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Mit
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Post by Mit »

Never expected a post like this one.. it makes me go all weak at the knees. ;]
The current 3D engine rulez too.
Cheers :]
For those interested in that kinda thing, I'll be giving out the source code for the 3d engine soon.. Welllll.... not exactly 'giving'.... But, ya know, for a lil 'donation' ... :)
Morli
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Re: LAg?

Post by Morli »

Fudrake wrote:I notice that you often compare this game with Runescape.
Well, you'd be pleased to know that this game, I'm confident to say, offers much more.
To my surprise, when I saw Runescape, I realised that it was not the Client-server application type of game... but it's a really well constructed Java Applet. Java is famed for being slow.

The Universal is a game compiled and made in C, with direct access to DirectX.

Java is only half-compiled code. it runs considerably slower because it interprets the byte code of the applet, requires the browser's plugin to translate it, then it communicates with DirectX or OpenGL. too many layers make the whole thing slow. Or maybe it's just bad coding.
Language of implementation is irrelevant. To say that one does not use the client server model because it is written in Java, well, I am sorry, but I do not understand your grasp of technical specifics.

Client-Server means that you have a central server, co-ordinating the world, and clients that connect to it, and exchange data with that server. By very definition, both world systes use that model - without it, neither could be persistent.

Java is slow yes, but it is also extremely stable. You will notice it is completely platform-independent, meaning it will run on any platform (just checking everyone is still with me) Bad coding does not come into it. Take a look at your operating system sometime, and how it bootstraps itself into memory, layer after layer reconfiguring memory to load it.

The advantage that Java has, is it will work on BeOS, Mac OSX, Windows, Solaris, Linux, Unix - it really does not care, and so will reach the widest audience possible. So what if it is slow? With RS, near enough everything is serverside, all you see is the HCI - Human Computer Interface. All the real processing is done serverside.

Here, we use, well, no idea if it IS C, or C++. or written in straight assembly language to begin with. It really does not matter, as it is compiled into 80x86, MS-DOS proprietory code. Yes, that means it runs faster, but that also means this code will not run on an 80x88 architecture chip, nor will it like you if you try to run on Linux, and good luck getting Solaris to stop screaming at you.

[quote="Fudrake"The sheer quality of graphics in The Universal you may compare, is far bettter than Runescape's low-poly, poorly textured terrain and characters.

Compiled code rulez. The current 3D engine rulez too.[/quote]

Another point: When did we decide that graphics quality was the true measure of a program? Runescape's core audience is different, and frankly, I think that they deserve credit for achieving so much through Java, without excessive memory overhead.

ALL MMOs are different. Runescape, Universal, ActiveWorlds, WorldsChat, EverQuest, Ultima Online, Archeon, Anarchy Online, Second Life... Do we compare their graphics to one another, and proclaim the bast based solely on that?

Each has different core audiences, and each caters to those tastes. Universal's graphics are fairly downright dire compared to some, however, graphics do not, and never have, made the game. They add to immersion, but they do not govern it.

The current 3D engine has some real flaws, which any beta tester worth her salt could point out. However, it is a work in progress, a slow evolution. It uses DirectX instead of OpenGL, which really does limit the potential audience to just Windows users - but its not a world system that charges for its services, so it can afford to ignore those customers (Mac userbase may be smaller, but by and large, more Mac users arew prepared to pay for services than PC users - more potential paying clients per 100 consuer base translates into greater profit potential)
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Re: LAg?

Post by DeVice »

Morli wrote: and good luck getting Solaris to stop screaming at you.
Now that you mention It, i just put my hands on a Sparcstation. So, who knows ?

*runs* :oops:
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Re: LAg?

Post by Morli »

DeVice wrote:Now that you mention It, i just put my hands on a Sparcstation. So, who knows ?
*grin* Ok, let's see you put your money where your mouth is :)
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