![]() ↳ Smartphones (Android, iStuff, tablets.Thanks to all my patroners for their awesome support: For that, the user has to control the object but once the application has started, no user interaction is available there. I want to create a snake game in OpenEdge. To share memory using SharedArrayBuffer objects from one agent in the cluster to another (an agent is either the web pages main program or one of its web workers), postMessage and structured cloning is used. Improved maps loading times thanks to enhancements in the textures loader in vitaGL code. Is there any concept like multithreading in OpenEdge If so, please give me a brief about it. Greatly improved performances thanks to latest vitaGL usage. v.1.0 will be released once Urban Terror core will be stable enough. I've decided to release this due to recent development on Daedalus X64 and RetroDream not allowing me to give enough time to solve the issues with Urban Terror core. ![]() This is an intermediate build between the announced v.1.0 and v.0.9. I've run a game with Vitas, PSTVs, New3DSXLs, Win10, Lubuntu, and Arch Linux PCs all going to the same server and playing just fine together. Re: Arena 6 and multithreading Post by Menno Fri 15:58 Yeah 'threads' and 'cores' are a different thing, it's confusing because they aren't always used to describe the same thing and can be interchanged with eachother. Just select the server and hit "Fight" and it'll work anyway, you just won't have a fancy name on it or be able to tell them apart.Īnd though somewhat unrelated, all of these config file changes work on the 3DS port of OpenArena as well. State is changed, rendering commands issued, resources loaded, and so on. This has done it very well for a long time, but a single OpenGL context (state machine) is based on sequential inputs from the application - the application calls the API, and the OpenGL implementation reacts. Note that servers will likely still appear in the list with a non-communicatable error. The central concept of OpenGL is a state machine. polymock is primarly targeted at high-throughput multi-threaded network applications which need to allocate. N = server number in favourites list, starting with 1. A thread-safe bump allocation arena for bytes. Those are needed because OA servers use protocol version 71 to differentiate between OA and vanilla Q3A servers.Īlso, until Rinne or someone else updates VitaQuake3 to allow actually entering text on the Specify Server screen, you'll have to resort to editing the favourites list in that same config file if you want to play on a private server with friends. Location: ux0:data/openarena/baseoa/q3config.cfg Just a quick note for anyone playing with OpenArena on VitaQuake3, but if you want to be able to join OA servers you'll need to make a few changes to your config files.
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