dreamingincode
Bacterial biofilms are intrinsic components of calcium-based kidney stones
Access to GitHub restricted for (part of) mainland China
Apple threatened to move Will Smith movie out of Louisiana for app store bill
Material Files also provides the ability to easily open DocumentsUI for browsing Android/data.
Just kidding. The reason is that I started the project mostly because I wanted a file manager with proper Material Design, and it's very unlikely that I (or AOSP) adopt a completely different design system.
Show HN: Material Files – Open Source Material Design File Manager for Android
https://github.com/zhanghai/MaterialFiles
Features:- Open source: Lightweight, clean and secure.- Material Design: Follows Material Design guidelines, with attention into details.- Breadcrumbs: Navigate in the filesystem with ease.- Root support: View and manage files with root access.- Archive support: View, extract and create common compressed files.- NAS support: View and manage files on FTP, SFTP and SMB servers.- Themes:...
LK-99 crystal verified to be magnetically levitated (with video)
AWS Developer Forums: S3 Block Devices
The dead professor and the vast pro-India disinformation campaign
Kashmir blackout eases but restrictions remain
Indian Supreme Court finds 150-day Internet blackout in Kashmir illegal
I'm still unsure about the following question from your answers: > when some kind of mechanism mutates two entities in different chunks, which thread is chosen to run this mutation? And how does it mutate the state for the entity in the other chunk? My initial thought was this would require adding locking on every entity, since it might be accessed from another chunk/thread. But that's clearly not ideal. Maybe have a separate list for outside-chunk changes, and merge them with internal changes later?
And regarding having two states: How/when are you sending world state to clients? My thought was to clone the current state periodically and send it to clients (can sending takes less than one tick? I don't have an idea). Sending state to clients seems to be needed if the game needs client side predication, hence this question.
> The server looks up the destination in the "active chunk set" I mentioned
but what if the entity teleports to an inactive chunk?
> and then uses per-chunk std::vector<>s guarded by a mutex to push "migrating" entities.
Will these migrating entities participate in later calculation within the same tick, or are they excluded? If excluded, what happens when there are two mechanisms that mutates that entity, but the first one put it into the migrating list of another chunk? If included, the thread of which chunk will continue this calculation?
And when some kind of mechanism mutates two entities in different chunks, which thread is chosen to run this mutation? And how does it mutate the state for an entity in the other chunk?
Meanwhile since you mentioned ticks, (just to be sure) are you using a barrier per tick to wait for all threads to finish the same tick? When are the migrating entities merged into the main list, and are you using another barrier for that?