I am curious to know which would be better for performance.
So for this I will be using a “stat” script as the example
The stat script controls stats for each players character, it will control things like:
Stamina
Health/Regeneration
Hunger
Thirst
And so on
So when I say a multithreaded server I mean having a different script and different actor PER player
When I say a normal server I mean having 1 script, not in an actor controlling every players stats
In my opinion, having many scripts running at once can slow down the performance of the server, but the thing that matters is what is inside of the scripts.
Well I know about that but this is different since it would be mutli threaded and have different actors
I had something else that was simulating gravity, it was super laggy and switching over to multiple scripts and a different actor per part helped performance a TON, so im not sure if that applies here too
Nobody can answer this question for you, you’d have to implement both and compare them.
That being said… single-threaded solutions are usually fast enough and are much simpler to reason about and write correctly. I would definitely suggest a single-threaded solution first and only consider changing if there is a clear need and you have evidence that parallelizing it would improve the situation.