7 ms·
I just want to mention that the C++ code running UO was incredibly fast at what it did, and it even wrapped a custom scripting language called Wombat that ran a
by cottenio 4y ago
I just want to mention that the C++ code running UO was incredibly fast at what it did, and it even wrapped a custom scripting language called Wombat that ran all the gameplay logic.
Pretty sure Jason Spangler, genius, made a JIT compiler in LLVM for Wombat just to see how much code we could execute in each 250ms tick.
During one of my live events I got 500 people on-screen (in what, an 800x600 pixel screen?) thanks to how efficient the networking, gameplay, and client rendering code had become.
Well. Then the telestorming began because I forgot to disable it…