Wait a minute. If ships are entities as opposed to worlds, how the fu
Engines, speed and movement
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From what I've read fr0st is just cleaning up rendering techniques. That does very little for the performance hit..
Wait a minute. If ships are entities as opposed to worlds, how the fuck do you propose doing block-based damage in the first place, or even any sort of modification while flying? If the answer is 'idk' then I'm all for mass-based acceleration because you wouldn't be giving up anything by adding it. Mass could be calculated whenever you disengage the fly-block, and acceleration based on that, with no discernible performance hit.
Wait a minute. If ships are entities as opposed to worlds, how the fu
Last edited by Chairman_Tiel on Thu May 16, 2013 3:13 pm, edited 2 times in total.
Re: FutureCraft central content thread
You don't have to do it every few ticks. You only have to do it when the mass of the ship changes, which will probably be relatively uncommon. A ship will spend most of its time just flying, and none of these calculations need to be done when that's all that's happening. It would be done when cargo was loaded or unloaded, presumably, but that will only happen when the ship is still anyway. During combat it would have to be done when blocks are blown off of a ship, and this is a ridiculously small investment compared to the number of other things going on there. If there's a three-meter hole in the bottom of your boat, fixing the little cut in the side isn't going to do much for you.Tiel wrote:We're talking about ships in the 1000s of blocks, though, and likely ten to fifteen or so at a time.
That's asking the system to count all those blocks, make the necessary calculations, and then submit the data to the server, and then do it all over again within x ticks. Perhaps even more given a combat situation with Iv's notion of having every individual block have HP. There's just no discernible benefit for that kind of stress when you could just have three or so types of engine per core and call it a day.
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Re: FutureCraft central content thread
@ Tiel from what I heard it's still worlds or anything from what we ever suggested will not work ...
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Re: FutureCraft central content thread
No, fr0st has specified several times that he's making ships entities, as opposed to each block being one ala Zeppelin.
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Re: FutureCraft central content thread
Well there the thing, we don't know what it'll be, but I guess it doesn't matter what speed acceleration system you used if they are worlds, it's going to be a pain.Tiel wrote: Wait a minute. If ships are entities as opposed to worlds, how the fuck do you propose doing block-based damage in the first place, or even any sort of modification while flying? If the answer is 'idk' then I'm all for mass-based acceleration because you wouldn't be giving up anything by adding it.
Spoiler:
Mistake Not... wrote: This isn't rocket science, *!
Spoiler:
Re: FutureCraft central content thread
Well the pain will be not in the fact they are accelerating worlds (again I'm against anything with heavy calculations for the player such as acceleration) and the pain in them being entities is prob even bigger for us as while being on board a ship we interact with blocks all the time. If we don't get a way to interact with them it will be impossible to run the ship or at least it will break immersion really hard quite lowering the value of the mod.
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Re: FutureCraft central content thread
yes things need to be active while flying
i think the calculation in speed has to be done a while after the last change that would make it alot softer on computers
lets say
a ship has a mass of 100 and thus has a speed of 40
then someone shoots the ship
the ship notices 'oh there is a change now ... what is the change ? ... the change is we lost 10 alright
oh another 10
oh another 10
[then you can have the ship explode if it reaches zero while calculating the change] or having the ship survive for a while
alright a minute has passed after last change .... alright we lost 30 thats damage
alright then we have to destroy 3 blocks on the bridge
2 in the hangar
and 5 in on the engines
in total we lost 30 mass that means we now gain speed so thats 3
now our mass is 70 with a speed of 43
_____________________
i think because it has more time to calculate things it will be easyer to handle for the computer
and about the computer idea
you need to have the proccessor be able to keep up with the engine
otherwise failures will follow
so a high speed engine needs high speed processor/alot of processors doing diffrent tasks
i think the calculation in speed has to be done a while after the last change that would make it alot softer on computers
lets say
a ship has a mass of 100 and thus has a speed of 40
then someone shoots the ship
the ship notices 'oh there is a change now ... what is the change ? ... the change is we lost 10 alright
oh another 10
oh another 10
[then you can have the ship explode if it reaches zero while calculating the change] or having the ship survive for a while
alright a minute has passed after last change .... alright we lost 30 thats damage
alright then we have to destroy 3 blocks on the bridge
2 in the hangar
and 5 in on the engines
in total we lost 30 mass that means we now gain speed so thats 3
now our mass is 70 with a speed of 43
_____________________
i think because it has more time to calculate things it will be easyer to handle for the computer
and about the computer idea
you need to have the proccessor be able to keep up with the engine
otherwise failures will follow
so a high speed engine needs high speed processor/alot of processors doing diffrent tasks
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Re: FutureCraft central content thread
Why you put computer in everything?joykler wrote:yes things need to be active while flying
i think the calculation in speed has to be done a while after the last change that would make it alot softer on computers
lets say
a ship has a mass of 100 and thus has a speed of 40
then someone shoots the ship
the ship notices 'oh there is a change now ... what is the change ? ... the change is we lost 10 alright
oh another 10
oh another 10
[then you can have the ship explode if it reaches zero while calculating the change] or having the ship survive for a while
alright a minute has passed after last change .... alright we lost 30 thats damage
alright then we have to destroy 3 blocks on the bridge
2 in the hangar
and 5 in on the engines
in total we lost 30 mass that means we now gain speed so thats 3
now our mass is 70 with a speed of 43
_____________________
i think because it has more time to calculate things it will be easyer to handle for the computer
and about the computer idea
you need to have the proccessor be able to keep up with the engine
otherwise failures will follow
so a high speed engine needs high speed processor/alot of processors doing diffrent tasks
Is a good idea but man,putting computer in everything?
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criminals.Yes, I am a crimial. My crime is that of curiosity."
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Re: FutureCraft central content thread
no you would link a "executing block [doors guns engines generators] " to or a computer or a terminal or a mainframe
each has diffrent strengths
for further information look on the computer hting i made
each has diffrent strengths
for further information look on the computer hting i made
Re: FutureCraft central content thread
I posted a reply nine minutes after your original post. This is not actually an instant chat, although it seems to be being used as one.Tiel wrote:You're late.
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Re: FutureCraft central content thread
No, you just type slower than my grandma.
And she's dead.
And she's dead.
Re: FutureCraft central content thread
Gee, thanks, Tiel. You know, we have a Hamachi box. I'm in it. If you have something to say, by all means say it, but please do it there.Tiel wrote:No, you just type slower than my grandma.
And she's dead.
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Re: FutureCraft central content thread
@Tiel
Ships are worlds, ship interactions are handled in the Entity.Tick() pipeline, and the coordinate marshaling is handled by proxy entities which tie the worlds together within the same physical context. I've discussed this at great lengths before, so I won't elaborate here.
Ships are worlds, ship interactions are handled in the Entity.Tick() pipeline, and the coordinate marshaling is handled by proxy entities which tie the worlds together within the same physical context. I've discussed this at great lengths before, so I won't elaborate here.