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[quote]Achron with Spring requires you to solve two practically impossible problems:
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[quote]Achron with Spring requires you to solve two practically impossible problems:
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Speed up the simulation (all non-graphics bits) by at least a factor of 10. This is required because the timewaves and player wave system is going to need to run at least 10 copies of Spring at once.
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Speed up the simulation (all non-graphics bits) by at least a factor of 10. This is required because the timewaves and player wave system is going to need to run at least 10 copies of Spring at once.
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Make a savegame system which is able to store 1000s of simframes, save them constantly throughout the game and load them with little noticable delay.
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Make a savegame system which is able to store 1000s of simframes, save them constantly throughout the game and load them with little noticable delay.
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If Spring supported simultaneous play across multiple maps then it may be possible to hack together a small scale timetravel game. It would be possible to do on a map split into regions but that would be really ugly. [/quote]
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If Spring supported simultaneous play across multiple maps then it may be possible to hack together a small scale timetravel game. It would be possible to do on a map split into regions but that would be really ugly. [/quote]
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Thank you GoogleFrog for the input. I get the impression that the second item is a solution to the more more general reversible computing problem that this mechanic poses. Where any point in the process has to be generated without knowledge of previous state.
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Thank you GoogleFrog for the input. I get the impression that the second item is a solution to the more more general reversible computing problem that this mechanic poses. Where any point in the process has to be generated without knowledge of previous state.
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Which
might
mean
doing
away
with
the
game
loop
paradigm
entirely.
I
have
an
idea
for
a
solution
i'm
trying
to
debunk
before
I
post
about
it
in
any
detail
for
the
community
to
debunk
it
further.
It
actually
depends
largely
on
whether
linear
functions
can
be
computed
efficiently
and
that
all
non-graphical
simulation
mechanics
can
be
represented
as
a
linear
function
of
time.
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9 |
Which
might
mean
doing
away
with
the
game
loop
paradigm
entirely.
I
have
an
idea
for
an
alternative
solution
i'm
trying
to
debunk
before
I
post
about
it
in
any
detail
for
the
community
to
tear
it
apart.
It
actually
depends
largely
on
whether
linear
functions
can
be
computed
efficiently
and
that
all
non-graphical
simulation
mechanics
can
be
represented
as
a
linear
function
of
time.
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10 |
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10 |
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11 |
my intuition also tells me that at least some of these calculations can be run on the gpu for extra processing power if the cpu proves to be too limiting despite the ability to be efficiently computed, but i'm considerably less certain of this.
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my intuition also tells me that at least some of these calculations can be run on the gpu for extra processing power if the cpu proves to be too limiting despite the ability to be efficiently computed, but i'm considerably less certain of this.
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12 |
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13 |
I like all the other possible approaches mentioned too. Lots of possibilities to choose from.
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