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Prerender all the things #21

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main-- opened this issue Nov 1, 2014 · 6 comments
Closed

Prerender all the things #21

main-- opened this issue Nov 1, 2014 · 6 comments
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@main--
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main-- commented Nov 1, 2014

so you don't need 1337GB of RAM to view some demos

@main-- main-- added this to the Beta 1.0 milestone Nov 1, 2014
@moritzuehling
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How will prerendering things will help? You need the raw data if you want individual selection to be possible. I think it'd be easier to just send the raw data, and let the client render it to save ram.

Disadvantage: Performance.

@main--
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main-- commented Nov 1, 2014

Prerender literally everything, so all the client has to do is display a single image. Or maybe find the right balance between stored images on the server, on-the-fly server-rendered images and clientside rendering.

Because right now, client performance is abysmal, even user feedback says that.

@moritzuehling
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Maybe we should go away from JS and use sth. Ylike MonoGame...?

Am 2. November 2014 00:53:16 schrieb "main()" notifications@github.com:

Prerender literally everything, so all the client has to do is display a
single image. Or maybe find the right balance between stored images on the
server, on-the-fly server-rendered images and clientside rendering.

Because right now, client performance is abysmal, even user
feedback
says
that.


Reply to this email directly or view it on GitHub:
#21 (comment)

@main--
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main-- commented Nov 1, 2014

JS is definitely not the bottleneck, see Unreal Engine.

@main--
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main-- commented Nov 2, 2014

To be honest, we shouldn't even have to prerender. Unreal Engine runs ezpz, our little heatmap magic is nothing compared to that.

@main-- main-- removed the wontfix label Nov 2, 2014
@moritzuehling
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Fixed all slow stuff by simply just not using images.

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