Some tests on the first icache implementation released in 3.10. It works !
This has obviously never been done before...if you don't count every other game that does it.IT WORKS!
My gods!
And it's cool because it's a major step toward server meshingIT WORKS!
I can't for the life of me see how you can equate storing some basic inventory items as a step toward server meshing... I don't mind a bit of wishful thinking considering the sheer amount of dreams versus reality that Ci¬G are selling... but that's stretching it over a mile and a half too farAnd it's cool because it's a major step toward server meshing![]()
in a system intended to store gazillion of entities...Carl Sagan: "today folks, let me show you the marvel of storing a Vector3 and a parenting hierarchy... "
Server meshing needs icache to work. No icache = no server meshing.I can't for the life of me see how you can equate storing some basic inventory items as a step toward server meshing...
And it's cool because it's a major step toward server meshing![]()
And it's cool because it's a major step toward server meshing![]()
@Xink
The card 'Server to Client Actor Networking Rework' is about switching from client authoritative to server authoritative for a lot of the actual netcode.
Server meshing needs icache to work. No icache = no server meshing.
Server meshing needs icache to work. No icache = no server meshing.
Quoting from if you want 2 servers to share datas, they need an access to the storage of those datas = icache.Quoting from the Book of CIG i see. Book 4, Chapter 3, Paragraph 6: And CIG said unto the faithful, lo, there shall be no server meshing without iCache, for it is naughty in our eyes.