It could be a shared host on overload. What works great for the single processor is failing with multi-core processes. :man_shrugging:

I mean the code makes an obvious test for where the ground is at. You still hear the falling toon. It does that for awhile and then determines what is left to do while offscreen. Remove the loading screen and it intuitively shows you.

I hope FunCom continues with this, keeping us in the loop, even while they send devs over to Dune. I skimmed the blog and article. Look at all the pets and monsters you can spawn in your own game.

I gave up on C++ except as a solution driver, but I’m using a hybrid C# and C11 implementation. My competition has been less about other players. Between C11 and C++, C11 has no low level virtual machine like C++ does.

Given this is also a timing issue, I digress here.