• Forester@pawb.social
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    1 day ago

    It literally is limited because of the code from netimmense Which was originally a MMO engine ties framerate to physics

    They have updated the engine many times iirc. We are on creation kit 3 now so that’s about 8 major revisions since netinense

    This is not an issue with the engine it’s an issue with the netimense code at the heart of the engine.

    You have utterly confused me with your last bit, you do realize that the list I used were all engines bethasda has used all built upon the previous right.

    • Cethin@lemmy.zip
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      8 hours ago

      literally is limited because of the code from netimmense Which was originally a MMO engine ties framerate to physics

      It’s a problem that needs to be solved, but it isn’t a hard limitation. Limitation implies it’s something that can’t be changed. Also, it isn’t because it was an MMO engine. It was incredibly common at the time. It was simpler to have one thread that handles physics and game logic in sequence. Almost every engine did this. I’m pretty sure Unreal Engine was this way to start with. If you say the engine is bad because it has this then Unreal Engine is also bad.

      This is not an issue with the engine it’s an issue with the netimense code at the heart of the engine.

      What? Code is not bad because of where it comes from.

      You have utterly confused me with your last bit, you do realize that the list I used were all engines bethasda has used all built upon the previous right.

      This conversation is about an engine being bad because of its heritage. Yes, they’ve built on the engine, as they should. You should almost certainly not write an engine from scratch. You’ll just write the same code that already exists again because 90% of the functionality is the same and already there. You think it’s bad because some old code exists. That’s a stupid position to hold. That doesn’t make an engine bad, and it can all be modified to fit modern requirements.