Scaling/Shaders
The calls are working, there seems to be some kind of Internet lag or server-side caching. I'm not sure.
Regarding scaling - this piece has to scale for larger audiences. Imposing a limit of 10 is difficult to defend from an aesthetic and theoretical perspective. The reason why I chose 10 was that it would be manageable and an easy modulus value. Hard-coding 10 users has an unfortunate effect of inefficient coding - to many ifs, too many redundant server calls. I'm not pleased with this, but need to spend more time on the look of the environment.
There is a phenomenal shader example in the class .cmos. It looks extremely complex, but I'd really like to add liquids or a body of water to the environment.
Regarding scaling - this piece has to scale for larger audiences. Imposing a limit of 10 is difficult to defend from an aesthetic and theoretical perspective. The reason why I chose 10 was that it would be manageable and an easy modulus value. Hard-coding 10 users has an unfortunate effect of inefficient coding - to many ifs, too many redundant server calls. I'm not pleased with this, but need to spend more time on the look of the environment.
There is a phenomenal shader example in the class .cmos. It looks extremely complex, but I'd really like to add liquids or a body of water to the environment.
<< Home