Comment by purple-leafy
10 hours ago
This is cool! Maybe I can incorporate something similar into the browser game and engine I’m developing to remove load states entirely after first load? My thing is fully client side static assets no server.
For context I’ve been obsessed with performance with this game. Prior to this weekend I was struggling to simulate 128 simultaneous players (pathfinding, heavy strategy logic, rendering, all in viewport) and maintaining 120fps on an m1 MacBook Pro - I’d get a very occasional frame drop and my performance was sitting at around 4ms frame times
During the weekend I did very heavy-handed performance sessions and can now simulate 2048 simultaneous players with sub millisecond frame times - that includes all rendering and all logic and includes things like proc gen too.
Further - I’ve been simulating a throttled device with 11.2x cpu throttling (a potato / beet low end mobile devices) and can get stable 60fps at around 256-512 simultaneous players and around 5ms frame times.
My main culprits now are some slight logic issues and startup / boot times which I need to improve on potato devices. I reckon I could take some learnings from linear.
There is Spacetimedb https://github.com/clockworklabs/spacetimedb
Specifically targeting your use case with high fps.
Downside: db lives in memory and has to be stored separately for long term use (as of now, may change laterl