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License: Mozilla Public License 2.0
An engine for easily creating virtual worlds
License: Mozilla Public License 2.0
On localhost windows, we only seem to be able to hit ~65 clients before the server stops receiving messages from the first connections. Things work fine with the remote linux server, so I haven't looked into it any further.
Not sure if 100%, but it occurred after the following steps:
Tick 0: Detected a request for multiple Sim update calls in the same frame. Update was delayed by: 0.08108s.
Tick 0: Detected a request for multiple Sim update calls in the same frame. Update was delayed by: 0.04775s.
Tick 0: Sim update missed its ideal call time. Update was delayed by 0.01442s.
Tick 0: Detected a request for multiple UserInterface update calls in the same frame. Update was delayed by: 2.38201s.
Tick 0: Detected a request for multiple Network update calls in the same frame. Update was delayed by: 2.38202s.
Tick 0: Detected a request for multiple Renderer update calls in the same frame. Update was delayed by: 2.39762s.
Tick 0: Received connection response. ID: 1048577, tick: 6568890, pos: (1060.0000, 1788.0000)
Tick 0: Setting map size to: (4, 4)ch.
Error at file: ..\Libraries\AmalgamEngine\Source\ClientLib\Simulation\Private\NpcMovementSystem.cpp, line: 233, during tick: 6568895
Received update for invalid entity: 4194306. Message tick: 6568770
Not clear in log but the ID 4194306
was not the original ID given to the peer on first connection. Not sure if it was the ID given on attempted reconnection.
CMakeSettings.json is a VS only tool.
CMakePresets is the official CMake solution to the same problem based on CMakeSettings.json.
CMakePresets has a few advantages over CMakeSettings:
Before I work on the next major feature, I think it's time to take my private feature lists and start a public board. It'll essentially be the same as the roadmap at worlds.place, but with more detail and all of the little things included.
I'm familiar with trello so I'm going to start there, but if anyone has a strong preference for another site feel free to suggest it.
I want a license that's like "You have to open source any engine modifications, but you can do whatever you want with your project code."
This engine is currently AGPL licensed because I'm worried about a future where some studio takes this engine, dumps more money than anyone else into closed-source development on it, then releases a high-quality world that vacuums up all the players. This type of monopolizing is, in my opinion, the cause of the current stagnation in virtual worlds. I would hate to see my work used as such. The downside of this is that it effectively restricts the engine to use by hobbyists (not the worst thing in the world).
I've recently started opening up to the idea of a more permissive license, but I require more opinions and conversation before making a choice. Maybe the presence of the engine would facilitate enough competition that the monopolization that I'm worried about isn't likely. I could be convinced, in that case, to switch to something like an MIT license.
Please use this issue to discuss this topic.
Need a simple script to install mingw and all of this library's dependencies.
Currently we only support MInGW builds on Windows. There have been attempts to add MSVC support, but it's a real bear. We should probably do it though, I assume people will want it.
The PackageEngine.sh script includes logic to detect the dependencies that the binaries need and to copy them into the package. This works decently if the stars align, but it seems really fragile. Is there a better way to do this?
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