Now the answer is probably No, but I am going to ask anyways, is there any way I can make the players that are re-directed to other servers from my game show up as online on the hub still if my game re-directs to other servers during normal operation of the game?
Like I have 2 servers for each "instance" of the game & to stop having a mass of entries including each part of the game want only 1 entry showing all players in any of the servers of that "instance" of the game.
So basically this would stop me from showing 4 different game entries on the hub for 2 different servers up of the game & show only 2 since each "instance" of this game is on 2 different servers.
---Maybe your asking why do you have 2 different servers? The answer is because my processor is slow on each core & there's no way in BYOND to code for processing stuff on another core, so I want to offload it over the 2 servers so things are sped up overall.
I know there are other ways to speed things up, like re-coding things to offload some processing to the clients or just better code in general, maybe even make custom communication between each individual & my server but this last one stops people from showing up on the games hub too which I wouldn't like.
As for offloading some processing to each client well I am working on some things that may offload some more processing to the clients but I have done quite a bit already & due to how slow each core of my PC is it probably wont be enough which is why I needed to split it up into pieces.
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