Running several raytracers on a single videocard isn’t free either. Syncing the world changes as they do is the least intensive for the server, and the last bandwidth. It’s probably optimal in all ways.
You could project your dynamic objects to world coordinates, but it would look pretty wonky for small objects. A grid is just fundamentally not going to look very physical.
Maybe you could simulate physics but completely constrain any rotation? Then you’d have falling stuff, and it could move linearly (still moving in 3d space but snapping to the world grid for display purposes)?
I really love Teardown, and I’m absolutely baffled at the bizarre performance that game manages to push on even very large worlds.
I’ve tried to load teardown levels in a homegrown engine and I always end up stuttering like hell as soon as GI becomes involved (or even before that).
I’m going to finally manage to replicate it, and then the new engine will be released and raise the bar again xD
Because it looks like your opponent is a Swedish former demoscener who started programming at age 12 on the C64 and Amiga computers in 1990, quickly moving on to writing games and demos in assembly, then professionally developing physics engines since 2001, specializing in game performance profiling and squeezing performance out of optimized mobile games.
As far as game dev stereotypes go you basically picked a Final Boss fight. Good luck, you'll need it :p
I half-agree, but in general I'm always a bit weary of saying "x is easy" for anything programming, because it might appear easy in isolation, but often that depends on also having decent understanding of all interconnected parts of the computer, OS, and so on that relate to it.
And in turn each of those may also appear simple in isolation, but as a whole it can still be an overwhelming amount of knowledge to learn, integrate and connect the dots between (and then once you reach that level of mastery, there's meta-problem of applying outdated rules of thumb from a few decades ago to modern hardware). That's where the advantage of having the kind of lifelong experience like a former demoscener gamedev comes in.
Anyway, my earlier post might have been a bit tongue-in-cheek but I'm rooting for you to surpass this guy one day! :)
Not for me. It scratches a very specific itch that hasn’t been replicated since. Which is probably a good indication it won’t work for this show either.
I feel like Buffy doesn’t work so well in the modern era, unlike animated firefly? Not entirely sure why though. Maybe part of the charm of Buffy is the setting?
I don’t mind this so much if they don’t know anything about the subject themselves. What bothers me is when they then copy it at domain experts as if it makes them qualified to talk.
I have witnessed people arguing with their own lawyers by pasting LLM generated output. That said, lawyers do love to argue so maybe it's fun for them.
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