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Arelius
searching PlanetScale…
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70 ms
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781.
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by
Arelius
14y ago
That is indeed the case. I've however seen ray checks used effectively to prevent "tunneling" of objects cheaply since often exact solutions aren't as valuable as something more pragmatic, which solves the most noticeable portion of the pro
782.
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Arelius
14y ago
While I generally agree that "just use havok" is a bad approach, havoc, along with most physics engines, are able to be used for just collision detection, and not response. In many cases, it may prove useful to use an existing engine even f
783.
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Arelius
14y ago
I've generally heard this referred to as "continuous collision detection" predictive implies we care about collisions in the future, where in fact, we just care about all collisions in the frame.
784.
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Arelius
14y ago
> A tiny little bit of braking may be neccessary. While it's true that braking can be very helpful, I'd caution against suggesting it because braking during a slide, even while it's understeer caused, can be very delicate and easy to ov
785.
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Arelius
14y ago
> The reason has to do with weight transfer. Your car's traction at each end is determined by the amount of weight. When you accelerate, you decrease traction up front and you increase traction in the rear. Lifting off throttle increase
786.
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Arelius
14y ago
Once you follow it all the way through, it seems to be a much more involved issue: https://lkml.org/lkml/2012/12/24/125
787.
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Arelius
14y ago
Constand delta time does not solve collisions. You should always be using continious collision detection for things you care about, or eventually something will go to fast even for fixed dT. One good argument for variable dT is if you do
788.
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Arelius
14y ago
I think a significant amount of released games would argue that point pretty strongly. Sure, it makes some things easier, but it comes at some cost.
789.
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Arelius
14y ago
So, why is it important to have a fixed deltaTime? Except in cases where determinism really does matter. I.E. lock-step based networking. Why is this important?
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Arelius
14y ago
I agree. In fact, reading your post, I'd nearly call your prompt fancy, mine just tells me user, and directory, everything else I'll runn a command for.
791.
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Arelius
14y ago
Last I checked, this prevents distribution in an App store (correct me if I'm wrong) but there is nothing preventing you from using it on say OS X
792.
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Arelius
14y ago
It's not, it's speculation. But it's probably naive to assume it's possible to require information from a user (username, password is about minimal) and not turn at least somebody away. Also, perhaps not impossible, but I've yet to see it.
793.
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Arelius
14y ago
No thanks. No matter how simple you make a sign-up process, it'll always turn people away.
794.
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Arelius
14y ago
I'm not sure that fully solves the problem.
795.
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Arelius
14y ago
I think you underestimate the speed of modern JS compilers. Minecraft is running in Java, so it's already GC'd which is the major failing of Javascript as a AAA game development language.
796.
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Arelius
14y ago
> Your connection might be fine, but you might be matched with someone on a less-than-optimal connection. Ahh, the unsolvable problem of lock-step back in action.
797.
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Arelius
14y ago
Is there any way to display ping? Also perhaps the servers are a bit overloaded? Cause I'm playing from Palo Alto on a decent connection and the lag is making it pretty unplayable.
798.
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Arelius
14y ago
additionally, it may be example.com/roger or example.com/openid/roger, the regularity of it is small, and people already know what their email addresses are.
799.
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Arelius
14y ago
I wouldn't actually say it's a terrible idea, for 99% of users it should work better, faster, and easier for them, since -very- few people have the same habits as you. However, having said that, I do otherwise agree with you, I also don't w
800.
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Arelius
14y ago
I take pause at the term of "hexadecicore" and as we go up, it just starts to get more complicated... what would you call a 32 core machine? That just seems like an overly complicated and confusing approach to the problem.
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Arelius
14y ago
similar sort of thing can be done in a rasterised system, just distribute the rasterised triangles over time, tada.
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Arelius
14y ago
If any project takes hours to compile, it needs to seriously be refactored.
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Arelius
14y ago
You know, I've worked on some pretty large C++ projects, and the only time I've seen an hour long compile time, it was due to some include hell that was pretty trivially optimized.
804.
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Arelius
14y ago
Sure, it's awfully simplifies everything, but at a huge cost. > lighting, reflections, diffraction, motion blur Just about every one of those becomes easy, but incurs a huge performance penalty. Also, thinking about it, I'm not sure tha
805.
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Arelius
14y ago
I mean, as a good point, ray tracing still isn't fast enough for the vast majority of pre-computed rendering for motion pictures. See PRMan and the majority of other modern renderers that all use still use the REYES algorithm. Sure, a unbia
806.
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Arelius
14y ago
Ugh, not NURBS again, they are so much harder to control for high-detail surfaces you see for modern organics, and provide little to no advantages to hard and most environmental surfaces. Leave NURBS to vehicle and product CAD, where it's a
807.
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Arelius
14y ago
Seems like a pretty snarky comment to put into their job posting.
808.
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Arelius
14y ago
A huge cause ause of the overly complex implementations by level designers is a direct result of problems with Kismet. For instance, I had to put together a 5 node system just to compare two bools for equality. Additionally UnrealScript isn
809.
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Arelius
14y ago
Part of that however is a symptom of Kismet's current implementation. I imagine an improved Kismet will greatly improve things.
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Arelius
14y ago
Ahh, I imagine it's completely likely that non-apple hardware just ignores any of the sync commands.
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