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Havok anarchy sdk
Havok anarchy sdk




Microsoft will have to provide the sources to Havok which makes porting to any other platform based on 圆4 a simple exercise even if they do not provide it themselves. Havok has in no way that amount of coupling with either the OS or drivers. This is why many versions are not backwards compatible with windows versions. DirectX is tied to the kernel and GPU drivers quite tightly. We'll see how their transition turns out. Havok was always a somewhat odd fit with Intel since it didn't really benefit their agenda all that much. They could in theory port it to use DirectCompute which would tie it to DX11/12 but that is still nearly compatible as is with the leading game consoles as well. I'm not sure what GPU support Havok has but if they did, it was probably tied to OpenCL which Intel is supporting. They only exception to this is when parts of the logic run on the GPU (PhysX uses only CUDA for this, for example). There is very little that is OS specific in a physics engine like Havok. This would also go against the recent trend to go cross-platform for many projects at Microsoft. It makes little to no economic sense for them if they wish to remain in business or even relevant. If they suddenly only supported Windows and Xbox One, their edge would be largely useless considering most of their customers release on multiple platforms (big AAA games).

havok anarchy sdk

What tips the balance is how far ahead they are of their competition in terms of features, stability, performance, and customer support. This causes chunk lookups - and block updates, block lookups, tile entity lookups, etc - to take O(sqrt(N)) time instead of O(1), where N is the number of loaded chunks.įor a server with 10 players and a view-distance of 10, there will be 4410 loaded chunks, and chunk lookups will be up to 66 times slower than they should be, or 20 times slower in the best case.ĭoubtful. The hash function used starts by XOR'ing the chunk's X and Z coordinates, so that many nearby chunks will get the same hash. Minecraft stores all loaded chunks in a hash table. The majority of people have never decompiled Minecraft to understand how naive and slow it was initially. Why does Scaevolus's awesome shader mod Optifine even exist? Because of Minecraft's poor performance -> poor code -> poor design. JahKob has claimed that this format is up to 7 times faster than the previous system.

havok anarchy sdk

The McRegion format was adopted nearly unchanged, except for the addition of a table of chunk update timestamps. How did we end up with the new region file format? Because of Scaevolus's excellent chunk optimization, McRegion, which was blatantly used. I've criticized Minecraft's facing direction clusertfuck in the past.

havok anarchy sdk

Groupthink + an inconvenient truth is never popular.






Havok anarchy sdk