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Member Since 14 Apr 2001
Offline Last Active Mar 18 2015 03:49 PM

Posts I've Made

In Topic: MMO: Start over when you die

14 December 2007 - 04:41 PM

I think being a jerk was proved to be fun for nobody except the jerk a while ago, and after that everyone just sort of came to their senses.

In Topic: Congratulations! Youve just been hired as lead Game Designer! Your task is to...

14 December 2007 - 04:39 PM

It is at this point in the conversation that someone should say the words "Shattered Galaxy" followed by "look it up". The terrain you're treading has been tread before, and it seems like you're asking many of the same questions without getting good, workable answers, so you may as well start from the spiritual ancestor of your game.

In Topic: Lightspeed and lorentz

10 December 2007 - 01:32 AM

Original post by Lode
Well there exists a 128-bit floating point type in the floating point standard now (or at least soon), but do you think the C++ standard follows?

Unless you limit the growth of your speed in some way, this only gives you more wiggle room. Numerical instability isn't a consequence of the length of the mantissa. It's a fundamental problem with floating point numbers.

In Topic: Lightspeed and lorentz

09 December 2007 - 03:35 PM

If you really want to push into the extremely-close-to-lightspeed problem, then you should not be using floating point. You're just asking for bad behaviour. Switch to a fixed-point representation, or limit the speed, or find a better way to scale your numbers when you get close to light speed. Digital computation is not your friend in this domain, I'm afraid.

In Topic: Are physics engines overestimated?

09 December 2007 - 11:56 AM

I think he's trying to say that games aren't made better by higher-fidelity physics. In actual fact I agree with that sentiment when the physics used cause more problems than they solve. But I have absolutely no doubt that the overall effect on the play experience if you evaluate the entire spectrum is to improve the worlds and expand the possibilities for the player.

Most of physics, after all is, about the reduction to base cases - relativity and quantum mechanics/chromodynamics have to reduce to the Newtonian case at the level of everyday experience, since we know Newton's laws hold pretty well at the common scale. Physics engines have to provide basically the same simulation capabilities as more specific solvers, and can't be too wildly much less efficient when they're not doing "hard" problems. That's the point of having an engine - it takes care of your needs without exceeding your budget. The features list is meaningless if you can't get the basics at a livable performance price.