Sunday, March 26, 2017

Logging the Creation of a Beast -- the Good, the Bad, and the Template Metaprogramming.

Re: Sunday, March 26, 2017

Postby RedDwarfMining » Mon Mar 27, 2017 12:39 pm

JanB1 wrote:
RedDwarfMining wrote:'because any entities that don't require computation on any given frame won't take up a single CPU cycle!'

Excellent!

Sounds like a Schrodinger version of LT....A vessel's location (or actions) outside a certain range...is simply unknowable. Is the ship alive or dead? Don't know..don't care. Only when near the entity will you/I be certain. :thumbup:


That...that's a really interesting and funny way to look at it. :lol:


Thanks!

Just like in real life...no reason to waste brain cycles on entities beyond your control! have to collapse the wave function to find out..
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Re: Sunday, March 26, 2017

Postby JanB1 » Mon Mar 27, 2017 1:55 pm

Hmm...I think that could give some pretty interesting glitches too if not done correctly. To say so when a ship is idly drifting (if that is defined as idle) and you get far away. It stops updating. And as soon as you get near again it calculates the speed it was drifting, the time between the last calculation and now and updates it and the ship suddenly fling through space, into the next asteroid, causes a collision check error and te whole game crashes gloriously. But I'm sure that wouldn't happen to Josh, he surely would think about that. :ghost:




Edit: @Cornflakes:
Image
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Re: Sunday, March 26, 2017

Postby Cornflakes_91 » Mon Mar 27, 2017 2:11 pm

JanB1 wrote:d
Edit: @Cornflakes:
Image


Image
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Re: Sunday, March 26, 2017

Postby JanB1 » Mon Mar 27, 2017 2:18 pm

Cornflakes_91 wrote:
JanB1 wrote:d
Edit: @Cornflakes:
Image


Image


Why did you have to make it awkward? :problem:

Edit: https://xkcd.com/352/
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Re: Sunday, March 26, 2017

Postby lobosan » Mon Mar 27, 2017 8:52 pm

Talvieno wrote:The non-technical summary is up! :)

Good job Talvieno. :thumbup:
Your summary is like Chipotle to Josh's full course dinner.
I like Chipotle on the go ... needs all 4 salsas though.
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Re: Sunday, March 26, 2017

Postby JanB1 » Tue Mar 28, 2017 12:30 am

lobosan wrote:
Talvieno wrote:The non-technical summary is up! :)

Good job Talvieno. :thumbup:
Your summary is like Chipotle to Josh's full course dinner.
I like Chipotle on the go ... needs all 4 salsas though.


That's an...interesting analogy...
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Re: Sunday, March 26, 2017

Postby Talvieno » Tue Mar 28, 2017 5:48 am

lobosan wrote:
Talvieno wrote:The non-technical summary is up! :)

Good job Talvieno. :thumbup:
Your summary is like Chipotle to Josh's full course dinner.
I like Chipotle on the go ... needs all 4 salsas though.

Thanks, Lobosan! :lol:
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Re: Sunday, March 26, 2017

Postby RedDwarfMining » Tue Mar 28, 2017 7:32 am

:think: Speed seems the main stumbling block in many space games(including LT)! Loading and unloading entities is a 24/7 job for the engine.

How would the GTA/Skyrim/Witcher/ETC... work if they had to load their maps/entities so often/fast? What If their horses/cars/characters could travel @1800-10,000 m/s? Bet there would be one or two cases of 'pop in'...whole towns infact. :lol:

Hard to have nice things in space games...because they are going to be off screen in seconds!!

Make space games Navy based travel not a Air Force. boats not planes.

15 m/s limit on the big ships...20m/s frigates ...30m/s max all other craft. From a distance they would be barely moving...infact the universe would look frozen...nothing moving...until you get close to the entities and realize they're moving.

Collision detection hogging frame rates? Turn it off. Turn it on when a entity nears another...should take awhile!

The game Dreadnought does a pretty good job...I like that, but in deep space.

Star Citizen tried to slow down the ship speed and give the engine/server a rest...but the fanatics shouted that down.
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Re: Sunday, March 26, 2017

Postby davidparadis » Tue Mar 28, 2017 7:35 am

Shoot ALL the things!
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Re: Sunday, March 26, 2017

Postby JanB1 » Tue Mar 28, 2017 7:38 am

Well, as soon as stuff is out of sight, you could just stop rendering it. And only save the position, orientation and speed. And a route. So, as soon as you turn around again and it would be barely visible, (10° out of field of view) you start rendering them again. At the new position. Because you can make Data handling really fast when you don't have to think about anything else... :think:
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Re: Sunday, March 26, 2017

Postby JanB1 » Tue Mar 28, 2017 7:39 am

davidparadis wrote:Video Recap: https://www.youtube.com/watch?v=L40GNtiuR9k


Dafuq? The video is new, the game version is ancient...
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Re: Sunday, March 26, 2017

Postby jarl » Tue Mar 28, 2017 9:12 am

Yeah I think he just repeats things from the update over LT prototype footage, I'm not really sure of the point maybe for people who like to listen over reading?
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Re: Sunday, March 26, 2017

Postby Talvieno » Tue Mar 28, 2017 9:37 am

Well, he's got a great voice, so he has that going for him. Personally I'm all for it! :thumbup: If some people would rather listen and watch than read, why not?
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Re: Sunday, March 26, 2017

Postby Scytale » Tue Mar 28, 2017 10:03 am

I like the summary, that's cool
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Re: Sunday, March 26, 2017

Postby Lum » Tue Mar 28, 2017 11:59 am

Yup, the translation for non-programmers is a nice idea. Thanks Tal! :thumbup:
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