MSRevive / MSRevive/MasterSwordRebirth
Strip unnamed env_model & env_sprite from server edicts.
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 22
- Forks
- 16
- Avg merge
- 5m
- Merged PRs (30d)
- 1
Description
Ref talk from TWHL discord channel, talking about how the Day of Defeat client reads unnamed env_model right from the bsp, eliminating the need for server to load and track these static objects as edicts. Perhaps this same idea can be extended to unnamed env_sprite too, further optimizing edict usage over the network.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the server code that loads and tracks env_model and env_sprite entities as edicts, then compare it with how the client reads unnamed env_model objects from the BSP. Determine whether unnamed static objects can be omitted from server edict tracking without changing gameplay or client rendering. Done means the optimization is implemented for the supported entity types and its effect on networked edict usage is verified.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev, networking
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100