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SIM speed and physics

Discussion in 'Bug Reports' started by Neochrome, Jul 27, 2017.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Neochrome Trainee Engineer

    Messages:
    49
    Maybe this will help with the sim speed

    BOXED allround ship collision detect and not the individual blocks

    sim speed is still a huge issue after 5 ships built and a station and 2 planets

    at least allow some options in game to turn off physics or lower them some how :(

    its taking me out of the immersion
     
  2. Forcedminer Senior Engineer

    Messages:
    2,227
    i think i get what you mean instead of having alot of collision boxes just have it as one big one.
    so that the game only has to think about one and not all of them
    reducing cpu load.

    problem being...what happens when you bash you ship into something?
    wouldn't that not mean the entire ship could potentially be destroyed?
     
  3. Neochrome Trainee Engineer

    Messages:
    49
    i think i get what you mean instead of having alot of collision boxes just have it as one big one.
    so that the game only has to think about one and not all of them
    reducing cpu load.​

    Exactly!

    problem being...what happens when you bash you ship into something?
    wouldn't that not mean the entire ship could potentially be destroyed?
    when there is a collision, THEN the game can focus on where it was hit..

    the game currently appears to think about all the blocks all the time...
     
  4. krypt-lynx Apprentice Engineer

    Messages:
    175
    There is many space for further optimizations. For example, every time then SE reading/writing a terminal property - it enumerates ALL properties of the block.
     
Thread Status:
This last post in this thread was made more than 31 days old.