Do not play this, it's pure flame wars and even more flame wars.
Did I say flame wars?
Oh right, forgot it, it's pure "I pwn! Everyone else = noob"
Better FPS :/ (frames)
Moderator: Moderators
and it doesn't help for spring.AntiElite wrote:Ageia's PhysicX![]()
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And http://www.aiseek.com/Intia.html![]()
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CPU + GPU + AIPU + PPU = $$$$$$$$$$$$$$
Free verse poems now, kloot? What can't you doMaking planes fly at different altitudes
won't stop their collision checks from
running, but it might (depending on the
height differences) speed up each check
marginally, since there'd be less units
within collision-range of each other on
average. Note that this isn't so much a
pathfinding as a pathfollowing problem,
pathfinding for aircraft obviously requires
very little CPU.

Aircraft pathing is more like a flocking simulation than it is a collision checking simulation.
2 aircraft can still bump into eachother and aircraft will still check eachother because they recalculate their velocity orientation and direction each frame according to sets of values based on the unitdef and the immediate environment.
This is why swarms of aircraft are so laggy.
2 aircraft can still bump into eachother and aircraft will still check eachother because they recalculate their velocity orientation and direction each frame according to sets of values based on the unitdef and the immediate environment.
This is why swarms of aircraft are so laggy.