Tybera
Tybera
Tybera

I mean there are good points, there is no trick or method to learning something like Kanji for example. That’s where the difficulty lies.

I’m talking about if you’re like a central dwelling person working more than overtime at your job to be able to read it fluently.

Not really. Clarkson, Hammond, and May made a boring and very dry car show into an international sensation. To say that Top Gear was this Top Gear before them is statistically daft.

So classy.

I don’t think them calling it one thing is forcing everyone to change language. Honestly I don’t know why you wrote this article. In it you never explained how it’s damaging to Blizzard at all in any tangible way. This entire article is just saying it might be damaging because it doesn’t use common language. Overall

This woman could walk into any smokey pub with no band, and floor everyone. She clearly just loves singing, which is why I enjoy her music immensely. None of this weird performance work or being half naked or any of that nonsense. She just steps on stage and belts out pure audible pleasure.

I don’t buy it.

Your a moron who didn’t read anything, and have no idea what you’re talking about.

I’ve completely lost what your talking about.

Yes but they’re not using Physx nor are they using a custom engine. They are using an engine that is capped at ~60fps which puts the timing at odds with the renderer. Even given this example what if you cannot finish your calculation in 1/60th of a second because you have tons of actors in your scene? Event they say

Source runs into these issues sometimes, but overall they don’t use Havok, they have a very fast running custom physics engine based on the tech Havok uses.

When did I say it was easier? I was saying it’s at a constant rate based on the server tick. How is that saying it’s easier.

Because positioning of objects is handled server side, not client side, therefor updates to physics and positioning are done at a fixed rate because of the server, the server also has no concept of rendering so calculations of this type are fine.

I’ve written code for this stuff. Like I said, in practice it doesn’t work. If your renderer is updating object position 6 times or even 3 times before you end up swapping the objects position with the physics engine again, your going to wind up with bugs, like cups stuck in walls or being flung off into the universe,

I don’tget what you don’tunderstand about the fact that if your renderer gets too far ahead of your physics you can’t do the calculation on it because it’s place in the world is too far removed. If your object is already ahead two frames in the wall how do you propose to reverse the object out of the wall and do the

First off I never said anything poor about middleware. I know why middleware exists and why it’s great, and not great. The problem is, you and other people are blaming Bethesda for a middleware physics engine that is capped at around 60fps.

That’s no where near what you’re talking about. That fixes minor skips during FPS lag but nothing like a 20+ frame difference. That’s also when dealing with physics and LESS FPS not more. The same concepts don’t apply when your renderer is running faster than your physics.

Physics directly correlates to the position of objects in the world and tells the render where they should be. How could they not be locked together? Havok does it’s calculations asynchronously, all physics engines do, which means it’s not locking up other threads while it’s doing it’s thing, that’s it.

Not at all actually. The cost of physics calculations is astounding. The problem is that fps has a direct affect on physics calculations. Every frame of a game has a complete game loop in it. That includes AI, pathing caluculation(this is more directly controlled), UI updates, etc.