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Hi,
@DanielGibson asked me if I could have a look at dhewm3s timing code and estimate if it's possible to make the client asynchronous, i.e. render as many frames as possible without breaking the game logic. This is a very first try. The approach taken is the same as in Yamagi Quake II. The client is split into two time zones, renderframes for the renderer and clientframes for everything else.
General observations:
What's working:
What's not working:
Assertion 'node1->object == NULL && node2->object == NULL' failed.
in BTree.h:442. I'm unable to reproduce it. The coredump was broken, so no chance to further investigate it.What's missing:
The big question is if this is the way to go or if it would be better to make the timer subsystem more accurate and split the global
TRIGGER_EVENT_ONE
timer (which is now unused) into two distinct times. One for the client and one for the renderer. In any case it is possible to make dhewm3 asynchronous and it looks easier than I initially thought.