BYOND games are getting more and more advanced. Pixel movement has never been more efficient than it is now and game sprites are much more fluid and detailed. Game designers are able to fine-tune their algorithms in order to take up as little CPU processing power as possible. This is mostly thanks to the nifty little Profile World feature which lets us see how much strain each individual proc is putting on a CPU.
Problems only seem to crop up when playing games over a network. Developers have little to no control over what data is sent between game clients and we have no solid way of monitoring this. What I would like is a feature similar to Profile World, only it monitors network traffic.
This is one major area of BYOND which is still somewhat of a big mystery. In the future it might be nice to have some control over what kind of data is sent, but for now it would be very helpful to at least have the tools necessary to optimize our games around the current systems in place.
Feb 13 2011, 8:38 am