Natural Selection 2 News Update - NS2 Build 154 released (Havok, new UI)
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
Just curious!
Great stuff, can't wait.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lots more coming soon. Stay tuned!<!--QuoteEnd--></div><!--QuoteEEnd-->
U just cant stop teasing cant you?! :D
Does this mean we can't use leap in this version? I mean, if the Whip isn't in yet, we can't research anything on it.
Just curious!
Great stuff, can't wait.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
Also curious as to why physics have been switched over to Havok, rather than PhysX.
I am curious to see what kind of FPS boost this latest patch will bring my rig.
Cheers,
Cody
Does this mean we can't use leap in this version? I mean, if the Whip isn't in yet, we can't research anything on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
It will be good to see how it plays without it.
I'm not sure. It doesn't directly say that it had been removed. Is it a possibility Havoc and PhysX have some peaceful coexistence or does one overrule the other completely?
Looking forward to try this one, the changes seem pretty notable at least. Especially any FPS improvement is tempting for me, you can't really get a grasp of anything at FPS 10.
flip your screen :D
There must have been some major limitations for them to go to a paid licensed physics engine. I'd love to hear of the shortcomings that led to the decision.
Either that or flip your mouse. :)
Does it have a console command yet?
Havok is just better all around, and for one main reason, IT IS COMPATIBLE with basically any hardware without problems. Yeah sure they have to pay a bunch of money to intel to use it i suppose but hey if it works way better and fixes the games fps problems and gives stable physics support then i hope they stick with havok for ns2 :P.
Generally, a physics engine doesn't want to be "messed" with. It wants to be given some state and then simulate over and over and over. Due to the way our networking works (roll back to test for collision on certain network messages like "shoot"), we were constantly updating state within the physics sim (this character is here, this projectile is here and is rotated by this amount, etc) which was not optimal. Having a separate "world" just used for these collision tests is the better way to go and Havok just turned out to the best collision detection system of the ones that were tried.
Overall, using this new method is about 8 times faster than before for this specific case.
*edit* nvm stupid question, just realized that was for an individual trial */edit*
Generally, a physics engine doesn't want to be "messed" with. It wants to be given some state and then simulate over and over and over. Due to the way our networking works (roll back to test for collision on certain network messages like "shoot"), we were constantly updating state within the physics sim (this character is here, this projectile is here and is rotated by this amount, etc) which was not optimal. Having a separate "world" just used for these collision tests is the better way to go and Havok just turned out to the best collision detection system of the ones that were tried.
Overall, using this new method is about 8 times faster than before for this specific case.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds good, and thanks for the info. Nice to have you on the UWE team, you should come around the forums more often!
central europe... no download yet :(
central europe... no download yet :(<!--QuoteEnd--></div><!--QuoteEEnd-->
No not yet, valve is prob still working on getting it ready for steam uploading :P, gotta be a bit patient and it will be on there soon :P.
One of usssssss
One of ussssssss