Author Topic: I would envision a RuneScript interpreter  (Read 191 times)

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I would envision a RuneScript interpreter
« on: May 27, 2020, 06:20:42 PM »
The result is that you get a metric fuckton of terrible code, in a codebase that is decades old, scripted OSRS gold in an intermediate language (runescript) which is then translated and conducted by an already interpreted language (java), and handled by a couple of actual Java developers. To be fair, with C++ they would have to update their whole code base and write everything, which will hopefully alleviate the very first matter. I doubt they would use some app to translate the Java code to C++ without reviewing it? Right?

I would envision a RuneScript interpreter could be more responsive if composed in well. It does fix the issue but it would help. The ability to scale to multiple threads would also help. I doubt those RS servers are running on i9 9900Ks, however probably rather Xeon or Epyc systems with low clock rates and tons of cores, and they just just run many worlds on one server. They'd make much better use of their hardware, if each server implementation scaled better.

If you are writing code that is ineffective in Java, switching to C++ will not magically cause you to write code that is efficient. It is extremely rare that the language there is that a tool written in is the largest cause of downturn. Frankly, IME, the majority of the"speedup" projects get from switching languages is from the lazerfocus introduced from the rewrite. This causes all those"why is that composed like this?" Questions actually being followed-up on because it needs to be rewritten anyway, why don't you fix it. All of this entirely ignores the amount of danger that comes with rewriting a project. I can only imagine the amount of dev-hours consumed (along with the disappearance of gamers as the already dwindling update listing perishes completely).

I'd imagine that each npc they add requires more cpu. For example if isn't a person on Anachronia, all those dinosaurs and frogs are still moving around. This along with other updates which also need additional cpu use, such as keeping tabs on ports, farm animals, research teams, the growing list of buffs/debuffs which each active player could have, etc.. Most upgrades are going to boost the cpu usage of the server unless necessary but they probably don't update the servers.

I'm not certain if anybody knows the answer or not, but I'm interested RS servers work in reaction to more gold on rsgoldfast. Do things continue when nobody is there happening? In Slime Rancher, for instance, the map is split into like 5 or 6 areas. When you are not in that area, RuneScape stops playing idle animations for the slimes and other wildlife. Your robots quit functioning. But when you teleport to that place, after having not been there for 2 days, you suddenly get the resources out of your robots as if they had been running for two days, even if they weren't really moving. Like, if you AFK at a map with bots, you will occasionally see your cash go up a bit as they sell stuff, but when you travel to a new region, you are going to find a huge chunk of cash that has been accumulating for awhile.

 

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