The 0.001 timer was just a simplification. I know about the 1/16th limit, but I don't want to be splitting hair right now.
I just mean to say that you can execute a kiloton of stuff without loss of performance.
You said you tried to on battlenet - with how many players was that? I probably doesn't lag that much when you're testing alone, but in a full-house game it'll probably suffer the same fate as all the other systems.
Logic demands it being like that. Because if it's the event that causes lag it doesn't matter what the actions are. As long as you use the same events, you will have delay in the same cases.
If you're in EU then we can gather some people and test it out, but judging from the time you've posted you probably aren't - so can you try rounding up like 3-5 other people and do a test?
I'd be very surprised if this solution is lagless.
With several players it'll still be slower than my granny, just because it uses the Key Press events. And there's no way around it.
Also, I think you're overestimating the impact of things like Camera Yaw (or functions in general), loops or timers. First of all these things don't create lag. The only thing they could do is to shortly freeze weak computers. And even that would happen only in the most extreme cases (if it could happen at all, due to the execution limit).
Galaxy is pretty gosh darn fast (compared to JASS2 lol). You could have ten 0.001 second timers in your map doing a ton of things and you still wouldn't notice the slightest thing, even with 12 players and a dog playing the map.
It is definitely a going more easy on your CPU than other movement systems do, I'll give you that. But whether it's really worth it? I doubt it.
@Fellius: Go
The 0.001 timer was just a simplification. I know about the 1/16th limit, but I don't want to be splitting hair right now.
I just mean to say that you can execute a kiloton of stuff without loss of performance.
@wazoom: Go
You said you tried to on battlenet - with how many players was that? I probably doesn't lag that much when you're testing alone, but in a full-house game it'll probably suffer the same fate as all the other systems.
Logic demands it being like that. Because if it's the event that causes lag it doesn't matter what the actions are. As long as you use the same events, you will have delay in the same cases.
If you're in EU then we can gather some people and test it out, but judging from the time you've posted you probably aren't - so can you try rounding up like 3-5 other people and do a test?
I'd be very surprised if this solution is lagless.
With several players it'll still be slower than my granny, just because it uses the Key Press events. And there's no way around it.
Also, I think you're overestimating the impact of things like Camera Yaw (or functions in general), loops or timers. First of all these things don't create lag. The only thing they could do is to shortly freeze weak computers. And even that would happen only in the most extreme cases (if it could happen at all, due to the execution limit).
Galaxy is pretty gosh darn fast (compared to JASS2 lol). You could have ten 0.001 second timers in your map doing a ton of things and you still wouldn't notice the slightest thing, even with 12 players and a dog playing the map.
It is definitely a going more easy on your CPU than other movement systems do, I'll give you that. But whether it's really worth it? I doubt it.