Posted by CogKing on March 15, 1998 at 20:14:22:
In Reply to: Re: SendTrigger() Params posted by Osan`gar on March 15, 1998 at 19:34:51:
> That was definitely not too long. That was perfect. I love the idea about the doors. While I was looking through the CTF cogs I noticed that LEC seemed to be leaning toward using the SendTrigger() verb as they went further into development. It is extremely obvious in the CTF_main.cog where in the histery section of the cog you can see that they started using SendTrigger near the end to reduce lag and cut down on the packets. Those door cogs would really allow editors to use more doors in levels than we do now. Using doors is kind of discouraged right now because so many players (and doesn't everyone) wants low lag. With the SendTrigger() doors, editors would be much more free to use doors in their levels, which I enjoy. :) Thanks again CK. Hope mine wasn't too long.
Yeah, SendTrigger() was definitely added late in the development process...
It is actually trading network bandwidth for CPU bandwith (there IS a price
to send that message to each and every running cog and processing it or at
least testing the triggerID), but JK is generally not CPU bound anyway...
The only "problem" with my new cogs is that they are a bit more annoying to
place in the level (there are two of them per door, and each door requires
a unique triggerID), but I think they'll be way more performant. I'm working
on rewriting tons of general purpose cogs to make them "lean and mean"
(00_door.cog for instance is a PIG) and more bandwidth friendly, but I still
have to test most of them on the net (this was delayed a lot by Jed 0.5 beta
testing) and then I'll make a package and release them as a Jed "addon"...
-CogKing