There is a market for a game engine that uses algebraic variables and geometry to guarantee purely accurate collision detection. That said, a bit of searching shows that it’s going to be much slower then current approximate approaches.
There is a market for a game engine that uses algebraic variables and geometry to guarantee purely accurate collision detection. That said, a bit of searching shows that it’s going to be much slower then current approximate approaches.
Do you happen to know of a few situations where bloom filters are super useful? I need to identify when to use them.
I feel almost the exact opposite. I don’t feel any progression and I do not enjoy the PvP elements of the game at all. I’m glad that you enjoy it, though.
Edit: by comparison, I’ve recently started playing Deep Rock Galactic and feel a great sense of progression without the game-ending effects of PvP. Losing a ship in Eve is a guaranteed time loss.
I tried GW2, but I’m just not a fan of the graphics. There are also numerous clipping issues throughout the world. With a game as old as GW2, it worries me that simple vertex issues still exist. I need to see what end-game looks like, though. Maybe it’s worth it, idk.
I remember Click (2006) being very sad, but I haven’t watched it in a long time.
The episode “The Sign” of Bluey, the end.
I’ve been playing for the past year and I’m about to quit. It really demands so much time and being on coms. I want an MMO that I can play while I have videos or a movie going on the other monitor.
I’ve wanted to get back into Elite Dangerous but I wasn’t even aware that it was an MMO. What am I missing?
It’s time that we admit to deaf people that music isn’t real. The joke has gone too far.
At first I was disappointed to see this, but after looking into it it looks like they weren’t using hyper as a means to migrate the project to Rust. If they’re not going to move away from C, it seems like a fair decision.