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Saving time with asynchronous processes

Hey folks!

During planning we discovered that making the simulation and its logic independent from each others results in a lot more performance for the simulation. The logic and simulation communicate with each other. The logic sends intents to the simulation and the simulation triggers callbacks to make the logic deal with e.g. collisions. Also we do not differ between different type of items in the game world. It's all some cuboids with different physical properties. Also we will mainly stick vehicles to their way which makes calculating the position a lot easier. Only in special cases the vehicles e.g. accidents or players behaviour enter the freefield navigation mode and drive whereever they want.... read more

Posted by Hyper V Technics 2018-08-10 Labels: async core movement performance
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