LeCom wrote:I didn't say a single word about raycasting with java/js lolIf/when there is one.
Just had terrible experiences with this, but if you say it's fast enough, fine. We can judge when there's a first version
I need to find a way to "lock" time daily for coding, or make a schedule or something. I can't have random stuff popping up and obstructing my development.
I also need to fix my code. A lot of it makes sense but it's not the right way to do it. Examples:
- My packet handling consisted of a big switch/case statement. I had to turn it into a jump table, which is only a bit less ugly.
- I seem to be abusing the fact that you can put whatever you want inside any object. As a result, my initialization for session data is literally `peer.session = {}`. I need to create an object for this.
- Module.exports doesn't use JSON format. That's an easy fix, I think.
- Race condition caused by receiving data other than map data during loading. It makes an unhandled exception if the player table hasn't been made yet. For now I am putting these stray packets in a queue while the map is loading. Once the map loads, on receiving the next packet, the callback will recursively call each packet in the queue until it is empty.
- Callback hell during map load. It's node.js what'd you expect.