Do you really think 16 is wise at the moment?
I actually just said support for 16 player slots in maps, with a likely limit of 12 in the game.
Ok, maybe you got a fast pathfinder, but from what I see 8 is enough ( without lots of performance tuning ).
We have more than just a fast pathfinder Titi, we have a significantly streamlined unit update, and work in that area (and others) continues. We've already done lots of performance tuning, and continue to.
But maybe I'm wrong and you can handle it. Megaglest definitly still has serious problems with epic battles using more than 100 units on slow machines :-/ . Even without battles it gets slow after a while with hundrets of units which have to be managed.
We'll see.
I'll be doing plenty of testing before I decide for sure, so it may end up being only 8, but I suspect 12 will be fine.
Regarding performance, the unit update stuff is rather different to regular glest now, so that wouldn't be easy or straightforward to add to megaglest, but you may want to cast an eye on this commit from earlier today,
https://sourceforge.net/apps/trac/glestae/changeset/616The interpolation stuff should be easy to lift out and put into megaglest, I don't think very much has changed in GAE's Model & InterpolationData classes.
I've only tested it on windows so far, where it is about twice as fast, by all accounts VC++ does a very ordinary job optimising SSE intrinsics, so the boost may be even more impressive under linux.
no! THIS MUST BE IMPLEMENTED! Our LAN is growing and we need capability to add all the people into a game! last time there were around 40 people, som played FPS and the MG was overpopulated...
With 16 slots in maps, changing the game itself to support 16 will be rather straight forward, maybe we'll make maxPlayers configurable, if you're at a LAN party, you're presumably talking about fairly powerful machines on average, so they may well handle 16 players without problem.