KSA - Why no Unreal and Unity - Jolt's Physics are better

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Game Engines and Jolt SDK physics simulation.
KSA Dev Stream from last night 31.10.24 on their Discord.
Dean and the Team talking and showing technical aspects of Kitten Space Agency.

==== Patreon ====
My Patreon page, you can support me if you like!

==== Music ====
(In order of appearance):
Mass Effect - Uncharted Worlds
Mass Effect 2 - New Worlds
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We’ve already had more communication from the KSA devs than the entire KSP2 development.

michaelgreen
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they gave us an update like we work there, just impressive

bnrybrd
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As a software engineer, I can very clearly hear that Dean is NOT sleeping

Coffee_Guy
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you guys have all the hopes and dreams of the KSP community with you
no pressure

ylrltgj
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These videos make me so happy. Being so open about development is a stark difference from a certain other space game dev team

AliceEcker-rb
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First with the announcement of space flight simulator 2 and now this? The flame that I had that died with KSP2 is beginning to spark up a little again 🙂

andrewedmunds
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these updates are crazy fast and consistent, i hope they stay that way

superkobster
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The team's openness is not only amazing and welcome, but now we're getting some neat programming lessons.

kspencerian
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3:40 The fact he mentions using kOS terms here is just awesome

lewismassie
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Do the simple AABB physics to determine if 2 vessels are even able to collide, if yes, only then pass the possible collidable objects to jolt (but not the other objects). That way, the spent stage 100m away will not have any collision physics.
I did a student project/term paper about this topic and managed >9000 objects AABB-colliding with each other with >90fps, single thread on CPU, with objects being able to be anywhere in a solar-system-sized world while still colliding with sub-millimeter accuracy (easily expandable to larger world sizes). With this, colliding even interstellar vessels would be possible with near-zero performance impact.
And with my simulation, unlike in KSP, it was not possible to phase 2 objects through each other at high speeds.

HL
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Thanks for archiving these Dennis. Much love

SpainSpace
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i really hope the first video you make on this game when it releases will be sending something into interstellar space, or GIANT FLAMING BALL OF HYDROGEN

noin
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Finally, one of very few devs that are not afraid of building custom engine to squeeze maximum performance from player hardware. Egosoft did this for their X - series of games.

wiktorwektor
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I'm so glad they are posting so much about the technical stuff, it makes me feel more like this is gonna be a real game and not just a glitchy but pretty game like ksp2. Also I'm already attached to the kittens that we haven't seen so I won't be missing the kerbals too much, I was NOT lying when I said I got attached to things easily.

Mr.Bonuts
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I am ready to have my heart broken again

demariultraastra
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Regular dev updates on the game their working on? *cough cough, take two take notes cough cough*

alexb-mcjo
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ksp 2: becomes a massive failure and a cashgrab
some smart dudes from the community: fine, ill do it myself...

peaveyst
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The fact that they're already talking about multithreading support and doing things asynchronously where possible is huge. I've lost count of the number of "I have a beefy 8/12/16 core CPU, why is my game lagging" questions for KSP, where the answer was always some variant of "because that's how the game was written".

I remember a lot of hype around KSP 2 ("maybe they'll use their own engine, because Unity has problems") but nobody ever explained WHY engines like Unity/Unreal might not be the best choice for this sort of game. This single, rough, whiteboard-planning video has so much more explanation in it than anything we ever got for KSP 2.

MichaelCoombes
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i hope it makes the physics distance not have such a negative effect on gameplay

like the whole, ssto launches a satellite problem, or newly physics-ing things succumbing to the kraken

i'm not saying make everything simulated all the time, but just an _improvement, _ as imo this is KSP's biggest actual _problem_

ThylineTheGay
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Glad KSA is actually taking the simulation seriously this time! I don't blame KSP1 for using Unity -- nobody had any idea how big of a hit it would be back then, and the challenge of migrating off it is understandable -- but the moment I heard KSP2 was _still_ on Unity was when I basically stopped caring.

AJMansfield
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