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@[2up]knorke: Hazard, the main engine dev for Achron, has repeatedly discussed how limited the engine is when asked and why, but generally in scattered forum posts on [url=http://www.achrongame.com/forums/]the Achron website[/url]. [url=http://www.achrongame.com/forums/viewtopic.php?f=15&t=6299&p=54101][1][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=45&t=5759&p=50487][2][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=35&t=6381&p=54553][3][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=47&t=5739&p=50087][4][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=23&t=4197&p=41215][5][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=35&t=5185&p=47033][6][/url]. Also, I've pretty much explored every part of that game and engine (including the source code) so I know first hand how limited it is.
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@[2up]knorke: Hazard, the main engine dev for Achron, has repeatedly discussed how limited the engine is when asked and why, but generally in scattered forum posts on [url=http://www.achrongame.com/forums/]the Achron website[/url]. [url=http://www.achrongame.com/forums/viewtopic.php?f=15&t=6299&p=54101][1][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=45&t=5759&p=50487][2][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=35&t=6381&p=54553][3][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=47&t=5739&p=50087][4][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=23&t=4197&p=41215][5][/url], [url=http://www.achrongame.com/forums/viewtopic.php?f=35&t=5185&p=47033][6][/url]. Also, I've pretty much explored every part of that game and engine (including the source code) so I know first hand how limited it is.
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3 |
The
big
limitation
is
not
RAM,
but
CPU
cache.
The
whole
point
of
stuffing
everything
into
as
few
bits
as
possible
is
to
make
sure
everything
fits
neatly
into
cache
lines,
to
reduce
the
time
it
takes
to
compute
stuff.
Loading
from
RAM
is
too
slow
for
jumping
around
the
timeline
responsively
(
and
even
that
is
limited
to
about
1
jump
every
2
seconds
on
stock
maps)
.
|
3 |
The
big
limitation
is
not
RAM,
but
CPU
cache.
The
whole
point
of
stuffing
everything
into
as
few
bits
as
possible
is
to
make
sure
everything
fits
neatly
into
cache
lines,
to
reduce
the
time
it
takes
to
compute
stuff.
Loading
from
RAM
is
too
slow
for
jumping
around
the
timeline
responsively,
and
even
that
is
limited
to
about
1
jump
every
2
seconds
on
stock
maps.
|