225 karma · joined June 24, 2016
I think they posted the guidelines and it was a wonderful read about how they developed real time systems.
I understand being self actualize is great, but part of growing is what is more valuable to you isn't what you know but it's what other people know. If your not integrating yourself part of social circles you miss out on leads and adventures you wouldn't of otherwise found if you're sitting by yourself because no one want's to interact with yourself because you haven't developed yourself more than yourself.
As most people viewed object's as simple extension over the data, it's not surprising to see most developer opt out for more basic form of data representation and that doesn't need object's at all.
Vitamin K - Mk7, Vitamin V, and Magnesium seem to help with the removal of calcifications of the artillery. Though I couldn't really find referees other than reports on `Vitamin K intake and calcifications in breast arteries Angela`
Operation Flashpoint
Virtual Battlespace 2
Virtual Battlespace 3
ARMA
ARMA II
Side project with Titan Vanguard/Outerra. Then left the game industry. Got married, had kids, and now divorced and getting back into larger projects.
I've had to use the analogy to people how weird it appears. It's like everyone talks about a blue cat one day, and the next day talk about a red cat. Everywhere you go everyone talks about the same colored cat's.
I would say they probably made the decision like we all do when development work, that solving this n+1 or bubble sort, or api package doesn't have time in the budget.
Getting to market sometimes is more important to managers than optimal `correct` code, when the market isn't willing to pay for the services of `correct`.
Vast majority of the time, most game engine's to solve this problem just let non interactive objects (cloud's, waves, lighting) to be calculated by the phyx sub-system, and only poking it now and then to prevent the phyx hardware from swamping to the CPU.
Otherwise you run into situation where large deltaV, or very small deltaV completely break the physics calculations. The next is that rounding issue and precision with double still creep in and having a physicist engine that is deterministic for a given hz and float/double speeds up development time.