Search found 4 matches

by CrazyAmphibian
Fri Sep 27, 2024 10:03 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 295
Views: 29787

Re: Friday Facts #430 - Drowning in Fluids

Both of those are just methods of coping with the calculation costs by shunting them to other, hopefully less loaded computing components (memory in the former case and other cores in the latter). Neither actually reduce the costs like the FFFs do. yeah? the FFF proposal is a heavily simplified sys...
by CrazyAmphibian
Fri Sep 27, 2024 9:51 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 295
Views: 29787

Re: Friday Facts #430 - Drowning in Fluids

The #1 reason the devs are reworking fluids is performance, so any idea that doesn't slash performance costs to a level comparable with what they've got in these FFFs is probably not gonna fly. could go for a node based system where network flows, latency, and storage are precalculated between node...
by CrazyAmphibian
Fri Sep 27, 2024 9:27 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 295
Views: 29787

Re: Friday Facts #430 - Drowning in Fluids

i suppose instead of just complaining i should offer solutions, too. what if the 1.0 fluid system core was kept, but fluids are given inertia? it would solve the issue of longer pipe networks having lower flow rate but still keep the efficiency of short networks while maintaining player freedom to b...
by CrazyAmphibian
Fri Sep 27, 2024 7:09 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 295
Views: 29787

Re: Friday Facts #430 - Drowning in Fluids

this just seems lame. the old system wasn't perfect, but at least you can work around the challenge in a way that feels natural. barrels and tank cars already exist and are fine (barrels are a much more niche use case but aren't bad). The diminishing effectiveness of pipes was intuitive, but also re...

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