Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
because making it render faster requires more power. They could have speeded up the movie but they prolly wanted to see how detailed it is.
From what I have learnt from game developing so far, EVERYTHING has to be pre-made, nothing is custom, thus seeing those crates going like they did the engine just took the model that was pre-cut to the way that matched those bullets best.
Also, seeing the plane etc coming in and crashing is already possible, just try it. Prepare for lag but it works in most games already, even Bf2(the destroyable objects like roadcones etc can be stacked and you can have a lot of fun with it)
When a woman has an uncontrollable desire to have sex all the time at the expense of her hygiene, safety, and personal health, we call it “nymphomania.†When a man experiences the same thing, we call it “Tuesday.â€
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ]
Well, this is only partially true. In the physics engine I'm using, I can choose between premade objects (e.g. boxes, spheres, cones, capsules and so on) as collision objects, which have the advantage that their interactions are very easy to calculate, but there are also ways to include custom objects, which might, however, require much more work for the processor.
Registered Member #334 Joined: [ 20:26 ] [ 27 May 2004 ]
dont take my critics seriously tho coch, i respect you, but i hate to admin your damn smart, nerdish smart <span class='smallblacktext'>[ Edited 24 Nov : 19:38 ]</span>
Registered Member #376 Joined: [ 23:26 ] [ 08 Jun 2004 ]
Well Cochrane, wouldn't having multiple CPU's solve the problem of the PPU needing the specialized information? Also couldn't they just make two fiber optic cables for syncing the information. One to the CPU (Or if multiple the individual one taking care of that respective data) from the PPU and one from the CPU to the PPU. Then just have a regulator on both cables making sure the info is passing when and where it is supposed be.
I don't know whether this is possible or not just thought I'd throw it out there.
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ]
I'm afraid it wouldn't be a solution. The problem is always that the CPU calculates data at a different speed than the PhysX processor, and the GPU has it's own speed as well (thought that isn't as difficult, as data only flows into the GPU and hardly ever out of it again). So, say, the AI inside the CPU does calculations and the PhysX processor does so at the same time. This is not good, as the data the AI has been working with will be out of date. Another, more difficult situation is when the CPU wants to read the current physics state, again, for example, for AI or network or whatever, and the PhysX processor is computing a new one right then and there. One of them has to pause until the other is finished, otherwise everything will screw up.
None of this is new to programming in general and there are solutions (basically software versions of the regulators you proposed), but the majority of games out there is written with the idea that the programmer controls the order in which the various stages (physics, AI, networking, drawing and so on) take place. A development to do everything at the same time in various processors instead will require the game studios to invest much more money in research and it will be difficult to adapt older engines to this.
That being said, the processors of the two new consoles both encourage and require programmers to write such parallel code anyway, the X360 with its triple-core HT technology and the PS3 with its interesting/odd combination of one boring processor and eight shader-like processors per core. But that is a different topic of it's own.
About the specialized data: A second CPU will have the same syncing problems as the first one, too. However, I'm certain they have a good idea how to solve this, otherwise they wouldn't announce it as the next big thing. Maybe an approach similar to shaders (the CPU-specific parts run as special programs inside the PhysX processor) or a streaming thing, like graphics usually is, though I have no real idea what either of these would actually look like.
Teabag: No problem, it's not that I took your criticism seriously, it's just that I like to give long and boring speeches on topics like this.