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Time Travel Mechanic

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Date Editor Before After
2/14/2016 6:48:06 PMCArankAdminShadowfury333 before revert after revert
2/14/2016 6:47:55 PMCArankAdminShadowfury333 before revert after revert
Before After
1 @[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. 1 @[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.
2 \n 2 \n
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.