0x688 link said:
[quote author=Pottus link=topic=5630.msg36944#msg36944 date=1396622973]
[quote author=0x688 link=topic=5630.msg36940#msg36940 date=1396617982]
Design is not everything, if you have a good design it's good for customization and coding... but not everyone get's use of this.
If you have a good Design but an awful slow Gamemode where every Callback calls another it's pointless todo a gamemode.
Callback hooking will have an effect too marginal to make any significant difference whereas you have all your systems in single callbacks you end up with a cluster of code. A good design isn't going affect the speed of your gamemode in any negative way. I don't know if you built a gamemode but from my experience I know that fundamental design is far superior to any marginal loss of efficiency related to callback hooking.
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Where I said that you're not allowed to have a good Structure.
You can still sort it out trough Functions, and yes I did / im doing my own Gamemode.
But I also dont use "expermintal" things to play around, with every action you do to expand PAWN in a way it is not designed to makes it unstable.
Callback hooking in that way is just in-efficient for me, if you do some plug & play Includes for giggles ok, but as whole Gamemode ? No.
Everything you do in your Gamemode affect's the Servers performance and Sync.
Even if it's only a little bit, it stacks up to be a huge problem on very large gamemodes.
It's the same with the "Plugin" "Gamemodes", everyone think's its efficient because it's in c++ using sampgdk, but infact it is not that efficient if you need to call pawn registered functions everytime and can't access the internal structures.
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To skip to the point: The core problem is that both PAWN and SA-MP are very inefficient.