Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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I think it's clear EE takes up quite the chunk of your CPU and RAM after you've used it for a while.
After joining and leaving worlds, the world stays in memory...? This causes a big world to still be in memory. You can test this by viewing the "Memory (Private Working Set)" in task manager after joining a few random worlds.
It also takes up a lot of your CPU, but for what? It shouldn't take up much at all.
If you open source-d it, the community could help optimize the swf, or you guys could just do it yourself...
But that being said I'm not sure much of us are SWF developers...
Nevertheless, just fixing the bug where "a world stays in memory" should be enough, as a freshly loaded swf takes up about "300,000K" in task manager and after you join a few worlds, 1,000,000K (1 GB of ram)
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I am very very sorry this will be off-topic,
but please, PLEASE:
*optimiSe
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Everybody Edits is a commercial game. In similarity with the vast majority of games, it isn't going to go open-source.
*u stinky*
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If you really want to create an optimized, fast client then go use the new PlayerIO JavaScript SDK.
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I am very very sorry this will be off-topic,
but please, PLEASE:*optimiSe
I think optimize is the correct American-English spelling
If you really want to create an optimized, fast client then go use the new PlayerIO JavaScript SDK.
Its finally out :O I never thought they would actually finish it
I know what im doing for the next month or so...
Also, I dont think many people have enough experience in programming to be able to actually work with the current unorganised code, if EE was open-sourced, then it would probably best to either completely start again, or open source the unity client
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[ Started around 1732386390.7045 - Generated in 0.042 seconds, 12 queries executed - Memory usage: 1.41 MiB (Peak: 1.51 MiB) ]