soccerballtux
Lifer
- Dec 30, 2004
- 12,553
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You're talking about possibly waiting thousands to hundreds of thousands of cycles for another thread to catch up, even not considering any other performance issues, compared to being able to run through hundreds or thousands more iterations in that time if left completely serial. The only trivial way to serialize is to yield and wait, if running them all in parallel, which is going to require more time than just doing it all in one thread, probably up to many thousands of entities at once (more than most games will fit in memory, anyway). Any other way is not at all trivial, and would involve some kind of partitioning before-hand based on possibility/probably of interaction, then clean up and merging after.
huh? same as every other frame, you update coordinates of all units, then check proximity, then handle collisions. all of that is trivial to thread and crunch through in parallel.
Physics calculations are necessary, and cannot be simplified. Games with physics cannot be played without them, or with more simplified physics--they are integrated real-time game behavior rules. They need to do just the opposite. We need soft body and fluid to go from specialized demos to being integral game mechanics. Studios being lazy is partly true (in that publishers want to spend $30M on marketing, but not on the game, and need it done yesterday).
they don't look any better than they did 5 years ago, so...
deformable bodies and fluids are not what's preventing belief suspension, it's the facial expressions in Source's HL2 that nobody has since even come close to touching.
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