You've hit on what was one of the biggest flaws in nUI5 and the primary driving reason for (a) me doing a complete rewrite a la nUI6, and, (b) why nUI6 is taking so very long for me to rewrite. It's the "working around the work load" problem that's I'm being so very OCD about.
nUI5 was my first ever WoW mod -- a rather ambitious undertaking for a first time modder -- and there was much I didn't know when I started. And much that changed in the WoW API over the years for which I had to code around and hack.
It's is my deepest hope that nUI6 will not suffer from the same issues you're seeing here.
The problem is that while it would appear that the issue is one or two places, the truth is that is it in those couple of places because of the larger architecture of the entire design. The architecture forced all of the work, and too much work, into a narrow corridor and front-loaded the effort into the combat stream. I'm trying, instead, to build a more event driven solution that uses more of the WoW API's C code and less Lua code.
Last edited by spiel2001 : 07-21-13 at 06:45 AM.
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