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Korvoid
Originally posted by alexa:
Originally posted by Korvoid:
Main assembly has some aerodynamics, they are nowhere near what Flyout (speaking as someone who's played both) has, and generally has a lot less overall freedom than flyout where Aviation is concern from hull shape to realism, I can't see what you think it has to offer in comparison.


the fact that it's voxel makes a world of difference and again probably has worse aerodynamic physics, on the basis that it's Voxel based, which would make simulating Physics to the same degree it's simulated in Flyout non-viable, (this again leads me to believe that you have in fact only spent 2.1 hours playing Flyout (which is again a moot point), or just don't understand physics)

I didn't make an arguement so repeating my line is kind of stupid, I just highlighted the flaws in yours, Juno new Origin is unironically a much better point for your argument than the games your actually trying to argue

acheans physics model has a invisible bounding system which is the one thats simulated for aerodynamics not the blocky voxel mesh you see lol
"Invisible Bounding System"? am I to believe that you or the Dev are talking out their ass? I ask because Invisible bonding System is a very stupid way of saying Parts are parented (which is obvious) and a unified collider is attempted for physics, that would be problem for one of two reasons that would either ♥♥♥♥ with the physics (see prior point) or the developers second commandment (a little preachy if you ask me but whatever).

you cannot quickly calculate a correct convex hull collider (which is used for collisions, and other physics calculations for a complex object (anything beyond a cube basically) it's a simplified version of the mesh for physics calculation) in runtime, or combine several quickly from multiple objects, you are at the least looking at a fairly high complexity operation (in terms of operational complexity I guess probably O(n^2) without actually trying too hard to rationalise it) involving a bunch of processes, you could maybe do this for a mesh collider (because your not attempting to simplify the mesh it's a lot quicker), but for aerodynamic calculations your looking at a considerable performance blow for basic aerodynamic calculations, such as lift, and drag, to which point a convex hull, or part by part calculation is likely quicker (in terms of processing load).

there are lots of ways around that problem, but those each reduce physics accuracy by a considerable amount especially compared to say flyout which does part by part physics calculation (which is why performance is higher than you might expect). Don't get me wrong flyouts flight physics isn't perfect but it is about as good as you can get in a real time simulation with a custom vehicle on a modern computer (unity physics being a little ♥♥♥♥♥ at times witholding).

if not apparent, I have a degree which was largely physics simulation, and games programming, while I'm far from an expert on the former I do probably understand it far better than the average person
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