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[quote]Goodbye Zero-K, with "physics". Welcome, Starcraft-K, where tanks and ships dance even more momentum-less'ly.[/quote]
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[quote]Goodbye Zero-K, with "physics". Welcome, Starcraft-K, where tanks and ships dance even more momentum-less'ly.[/quote]
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I once found an acceleration and turnradius aware pathfinding algorithm.
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I once found an acceleration and turnradius aware pathfinding algorithm.
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It took multiple seconds to run a single spaceship on a flat map.
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It took multiple seconds to run a single spaceship on a flat map.
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For ZK this means one of the three will always be true, barring a massive breakthrough in computer science
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For ZK this means one of the three will always be true, barring a massive breakthrough in computer science
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- The pathfinding will ignore turn speeds and accelerations, and physicsy units will bump into obstacles so often that playing those factories will require babysitting them all the time. QWOP-K
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- The pathfinding will ignore turn speeds and accelerations, and physicsy units will bump into obstacles so often that playing those factories will require babysitting them all the time. QWOP-K
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- The pathfinding will ignore accel and turnradius, but units will approximate those assumptions. They will fail to basic much rarer and not be very physicsy. Superfluid-K. Star-K.
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- The pathfinding will ignore accel and turnradius, but units will approximate those assumptions. They will fail to basic much rarer and not be very physicsy. Superfluid-K. Star-K.
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- 0.01 FPS will be the peak performance, unless the game runs on a supercomputer.
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- 0.01 FPS will be the peak performance, unless the game runs on a supercomputer.
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