Joe Mattie
Joe Mattie
Most of the jumpiness was being caused by the HUGE food table being resent over the websocket whenever anything changed. This should be fixed (albeit a bit hackishly) in my...
It is (was) 100% because of the food table. Now that the number of default food per map is in the thousands, the old way of updating the client whenever...
It needs to be done, no question about it. This is probably the most pressing issue preventing a game like this from scaling (with implementation of quadtrees or similar partitioning...
Just my $0.02: Instead of percentage I am using: ``` height:calc(100vh - 50px); ``` in my mapStyles() function instead of percentage. This makes it so that you don't have to...
Thank you for the quick reply! We worked around the issue temporarily with `git checkout 941cb2dbf892c5838355c74078e571d490936827`