- Joined
- Apr 20, 2011
- Messages
- 18
Why does it take so long to load the map? I'm confused by this, as it seems to me that it should be a very simple data load. I've not seen this length of time being necessary on several other similar sites.
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Thanks.
Why does it take so long to load the map? I'm confused by this, as it seems to me that it should be a very simple data load. I've not seen this length of time being necessary on several other similar sites.
Tell me which other sites, and I will point out why there's is fast.
Having said that, there is no doubt that we have some work to do to optimize load times.
I've been trying to avoid what might be perceived as advertising other sites, however for instance ConquerClub takes no time to load - I presume because it's web-based, though I don't know. The map comes up instantaneously. no loading time at all.
I (nor is MC as a whole) am not threatened be mentions of other sites, so don't sweat it. We're not gonna lock the thread and ban you, like they would on other similar sites.
Why are the games slower to load at MC than at konk? (note that this is based on no extra enhancements such as BOB or clicky's, as I've used neither)
1) MC's maps are vastly superior
2) MC uses a graphic for each individual region (territory), allowing for some enhanced game-play features
3) MC uses a dynamic rule engine for game processing, which has many technical advantages beyond scope of this convo
4) MC updates in real-time, even if just watching another person take his turns
5) The client you all use to play MC is flash-based, which is slow at some of the things we do (#6 might help). Other clients are planned.
6) MC is still in beta and needs to be optimized in some areas
7) MC maps are interactive
Indeed more awesome = more load time. Under current conditions maybe 50-60 games is not a good fit for MC
Also, eventually Moores Law should take care of your load times... but it sure as hell won't introduce more awesome into anything.
Not in my personal opinion. I don't mean that to sound disparaging...your maps are quite nice. They compare, but not in any way would I consider them to be "vastly superior". Nor do I understand why a nicer-looking map would equate to slower load-times.
I presume this refers to the ability to click on the individual territories when deploying, attacking, and so forth...so if I'm wrong about that, please clue me in. If that is the case, then ConquerClub uses the same thing with their "clickies" and yet a similar lengthy load-time does not exist.
This is nice, and I'm sure certain players love it for their game-types, but not worth the load-time for me personally. I don't care for real-time games, though by that I am referring to "everyone playing at the same time"...I like sequential play, personally. So that doesn't really add much for me.
I do honestly hate to hear that. I rather enjoy tending toward a high-volume.
Ive played on CC and may I say that in comparisson to this, that site looks like drawings in a cave. I was little uncertain at first but I realised that I would take better quality before effective any day, it's different for different people, plus this site totally obliterates their "if it ain't broke don't fix it" vibe they've got going on.
Thanks. I can say with confidence that we accomplish in a month what conk can dribble out in a year.
That's not what he's saying... You're taking his wording of "vastly superior" and simplifying it into terms of graphics ONLY. I've seen a couple of maps to come and I can tell you that they are both graphically excellent, but the game-play is also diverse and more complex than most of the maps on CC. I think Evan is also considering the potential of the game engine and maps to come.
When you select the regions here, the whole territory graphic is shown in a selection and its borders are also highlighted. CC does not have this. Also, you've taken this point and singled it out with the last sentence in a way which implies that this is a major contributor to the 10 second load time - I don't know if this is true or not and neither do you. I know it's kind of picky to comment on the phrasing of a sentence... but I'm just going off your implications.
Good point - perhaps there could be an option in-game or in our personal game settings to turn off the real time updates if it is non-essential and if it'd help load times?
Definitely a draw for me. Although for some reason, on this website I feel more comfortable playing a smaller amount of games and take my decisions more strategically. I'm really pleased with this website so far in terms of excellent game-play, maps available, capacity to have more awesome maps than ever, and of course the small but balanced and growing community
Ive played on CC and may I say that in comparisson to this, that site looks like drawings in a cave.
I was little uncertain at first but I realised that I would take better quality before effective any day, it's different for different people, plus this site totally obliterates their "if it ain't broke don't fix it" vibe they've got going on.
Thanks. I can say with confidence that we accomplish in a month what conk can dribble out in a year.
took em five years to implement clickable maps. I think your post is very modest...
With regard to CC Clickies, I am GUESSING that you have to click on the troop container, and not anywhere in the territory. Is that correct? please let me know as it will help me explain why ours would take time vs. theirs and also some of the other questions you asked.
As far as our dynamic engine, and this is getting off on a technical tangent so forgive me everyone who isn't a programmer:
The architecture we use is such that it is blatantly unaware of what it is doing. It does not inherently know anything about strategy gaming or how to play the game of Major Command. What it does know how to do, is construct a model of players who are a part of a generic game. It then knows how to pass that model off to a rule-engine who may or may not operate on that model before spitting it back. The rule-engine is basically a plugin system that allows a game, based on map setup and user choices, to run. Each plugin handles some function of the game.
The passing around and operations on the model itself is not the fastest thing in the world. But it isn't only that itself, it is some of the things we did to elegantly achieve that solution. namely:
fully-relational database with row-level locking and strict referential integrity
using static classes and dynamically instantiated classes (both for the implementation factory pattern) (these are slow in PHP).
Another factor in our speed in general that I didn't mention, because a non-programmer wouldn't get it (hell, most programmers wouldn't get it , is that we also do application level locking to prevent data corruption due to asynchronous processing. But the affect of this is probably not that big.
So, all of this stuff together adds up to affect game load time. There are other factors too. at the end of the day though we just need to optimize.
My personal development style is such that I always focus on clean design maintainability first and speed-optimization second (the two often do not go hand-in-hand).
NOTE: i did not read every single reply above as I don't have time so forgive me if this was answered already.