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		<title><![CDATA[Teeworlds Forum — A way to make mods run better? make client compile mod in a sandbox?]]></title>
		<link>https://www.teeworlds.com/forum/viewtopic.php?id=12812</link>
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		<description><![CDATA[The most recent posts in A way to make mods run better? make client compile mod in a sandbox?.]]></description>
		<lastBuildDate>Thu, 25 Apr 2019 23:15:38 +0000</lastBuildDate>
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			<title><![CDATA[Re: A way to make mods run better? make client compile mod in a sandbox?]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=122940#p122940</link>
			<description><![CDATA[<p>You could experiment with the server tunings to accomplish your needs.</p><p>I once tried to emulate multiple gravitys by sending different tunings to different clients and tricked them that way.<br />I know, that not everything is possible, but thats a beginning <img src="https://www.teeworlds.com/forum/img/smilies/smile.png" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Assa)]]></author>
			<pubDate>Thu, 25 Apr 2019 23:15:38 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=122940#p122940</guid>
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			<title><![CDATA[Re: A way to make mods run better? make client compile mod in a sandbox?]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=122938#p122938</link>
			<description><![CDATA[<p>I think you&#039;re on point, and it would be great to have a Teeworlds modification that experiments around that. Some day, given enough time :)</p>]]></description>
			<author><![CDATA[null@example.com (Dune)]]></author>
			<pubDate>Thu, 25 Apr 2019 22:11:31 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=122938#p122938</guid>
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			<title><![CDATA[A way to make mods run better? make client compile mod in a sandbox?]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=122937#p122937</link>
			<description><![CDATA[<p>I have been thinking about parts of teeworlds which I especially like, and I think one of the best things is the variety of the mods TW has, like ghost or alien or survival (as a side note, I am really happy to see SUR mod becoming an official mod in teeworlds -- now under name LTS).</p><p>But there is a problem, if you want to make a fancy game mod, you would want the client to know the physics of the mod to predict the movements, or else with higher ping the mod would feel a lot more laggy.</p><p>The two main solutions to that problem are normally either to have a really well made expressive and fast scripting language, or have the client get a compiled version of the mod somehow... (I am not aware of any other options to be honest).</p><p>My question would be -- how should that be done? Assuming I am aiming for some really far away future, like teeworlds 1.0 or so.</p>]]></description>
			<author><![CDATA[null@example.com (mike239x)]]></author>
			<pubDate>Thu, 25 Apr 2019 20:16:48 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=122937#p122937</guid>
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