Daniel Evans

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I was also thinking earlier it would be nice to rate-limit commands, so perhaps there could be some generic mechanism for handling rate limits On 20 April 2013 19:46, Douglas...

After some preliminary investigation, these are the main blockers on modularisation; **Problem:** Exposing per-module routes. **Solution:** Depends, modules could expose a 'web' object that maps express' url patterns to callbacks...

Okay, Some preliminary work done here https://github.com/danharibo/depressionbot/commit/e544c909ecd2f07c311500dfa475e605e65152c7 If it's what you're after then I will talk to @reality about merging into master. ![](http://fedoraproject.org/w/uploads/2/28/XmasHotDog.png)

I haven't run the game on anything that slow before. Did you build in release with cmake -DCMAKE_BUILD_TYPE=Release && make? In Debug builds there will be a lot of debugging...

I've added a compile-time draw distance option in `rwengine/src/render/ObjectRenderer.cpp`. You can try turning down `kDrawDistanceFactor` to see how performance changes.

Thanks for checking. There are definitely some CPU performance improvements that need to be made to get better performance on older systems.

The CPU performance should be improved slightly as of now.

I would like to have inline comments alongside the opcode. Using Doxygen we could generate the opcode documentation without much trouble.

For now just collisions that work reasonably: no walking through vehicles, standing on vehicles works.