Natural Selection 2
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Hugh
Cameraman
12:24AM
Natural Selection 2 Build 248 is now live on Steam! - Natural Selection 2
XBox, post a bump comment to open the comment thread, and tell Siri to get to work on Build 249.
SteveRock
May 21
Do the "Perfomance-Jam"!!!
StrikerX3 wrote: » I wonder if Spark is using LUAJIT or if UWE is at least planning to experiment with it. LUAJIT, in addition to JITting code (as opposed to interpreting, which is slower), also enables you to use fibers (kind of lightweight "threads") which might help increase performance on multi-core CPUs depending on how well they're used. I'd like to hear from UWE about that. And since you seem to be fairly technically minded, the major challenge we face with LuaJIT is the Lua->C++ API. For LuaJIT to be performant, you have to architect that API in some pretty specific ways, otherwise you will always break the JIT compiles and get almost no benefit from it. Completely changing the API is not an attractive option (rewrite a lot of code..break all the mods..), so we're currently investigating ways of avoiding this.
SteveRock
May 21
Quick switch, it doesn't work?
OK we should have this fixed up, flicker and all, in a hotfix coming soon.
matso
Master of Patches
May 21
Location Relevancy; get around max-relevancy distance by location based relevancy
Yea, theoretically you can lower the relevancy distance and compensate by linking together locations manually. Not really something I would recommend though - the potential win with lowering relevancy distance is probably not all that great. It is really intended to help in cases where you happen to have a potentially long sightline like Summit Reception/Crevice, or really large locations (Skyfalls Helipad, Goliath Storage) where increasing the relevancy distance is not a good idea (covering all of Storage would require a relevancy distance of 130+m radius - THAT would be a bad idea).
Squeal_Like_A_Pig
Janitor
May 21
Do the "Perfomance-Jam"!!!
gnoarch wrote: » NS2 was in development for about 7 years. No it did not. The real development time was about 3.5 years, with some tech tests being done on the Source engine maybe a year before that. gnoarch wrote: » it is really no exaggeration to say that this whole engine business cost AT LEAST 3 or 4 years of development time AND forced UWE to release a product that was clearly not in the state everyone hoped it to be at that point. It IS an exaggeration to say that. Yes, using our own tech did set us back, maybe a year, but using another existing code base (particularly Source) is no picnic either. It can be very time consuming for programmers to try and learn and work through all the layers in those engines, and there is a lot of fighting against stuff that wasn't designed for the kind of game we were making. Some factors when deciding to go with our own engine. We had almost no money. We could not afford to license an existing engine, and did not want to have to pay out an exorbitant amount of money in royalties down the road. There were also fewer options for game engines then there are now. Additionally we thought we'd still be able to license and use the source tools, like Hammer, even though we were using our own engine, but we found out later that Valve would not allow that. So, we had to spend a lot of time creating our own tools - map editor, FX editor, etc. And, of course, as is common knowledge, we wanted to use a code base that could make modding for NS2 much easier to do. Some people in this thread say they don't care about the flexibility of the engine, only the final end product game, but the whole idea behind making our engine so moddable WAS to make the end experience better for players. More mods = more options for the playing experience. Yes, we paid a price in performance costs, but early in development there was no real well of telling how much of a cost that would be.
SteveRock
May 21
Quick switch, it doesn't work?
With regards to the initial toggle-back-and-forth, it still switches to the previous weapon, right? So it still works but it just glitches a bit?
SteveRock
May 21
Quick switch, it doesn't work?
Looking into this right now.
SteveRock
May 21
Do the "Perfomance-Jam"!!!
StrikerX3 wrote: » I wonder if Spark is using LUAJIT or if UWE is at least planning to experiment with it. LUAJIT, in addition to JITting code (as opposed to interpreting, which is slower), also enables you to use fibers (kind of lightweight "threads") which might help increase performance on multi-core CPUs depending on how well they're used. I'd like to hear from UWE about that. Yes this is something we're actively working on right now. It's complicated, so it'll take time, but we're working on it.
matso
Master of Patches
May 21
NS2_Goliath
Probably of interest: http://forums.unknownworlds.com/discussion/130399/location-relevancy-get-around-max-relevancy-distance-by-location-based-relevancy
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