3 ms·
> Especially when the author gave a very clear use case for a very real problem in shared state computing. He did not. One server can just keep track of a pla
by dbttdft 4y ago
> Especially when the author gave a very clear use case for a very real problem in shared state computing.
He did not. One server can just keep track of a player's items then pass that state on when he moves to the next adjacent server. I don't even see the issue here except the codebase is described as something very messy with weird OO/hooking style non-abstractions that just cause bugs.