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Propelling KSP 2 to New Frontiers: A Call for Technological Evolution


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5 minutes ago, cocoscacao said:

Games usually don't have things like docking. 

ksp2 just deletes the old crafts and create 1 new one. 

 

15 minutes ago, Spicat said:

In my comprehension, physics of the craft are dependent of each other and that's why multithreading was difficult or next to impossible when they started development.

Dots has a physics package https://docs.unity3d.com/Packages/[email protected]/manual/index.html

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3 hours ago, ShadowDev said:

The game has no multithreading, so thats not true. everything shares the same thread.

Saying that the game has "no" multithreading is a bit misleading, since this former KSP 2 developer says that they do use it for some parts of the game:

 

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8 minutes ago, ShadowDev said:

as far as I can tell thats not in the game as of now.

You can search in the game's code for the uses of the "Unity.Jobs" and "Unity.Burst" namespaces and see that there are several uses, such as in the PQS system, and in the maneuver node solver for example.

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2 hours ago, munix said:

You can search in the game's code for the uses of the "Unity.Jobs" and "Unity.Burst" namespaces and see that there are several uses, such as in the PQS system, and in the maneuver node solver for example.

none of it involves the parts. or systems that need it. and thats what the post is about. 

(from from our convo on discord)

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17 hours ago, ShadowDev said:

none of it involves the parts. or systems that need it. and thats what the post is about. 

what exactly do you mean with "systems that need it"? A lot of unity components don't require asynchronous behaviour.
for example mesh renderers and colliders, input, etc. when it comes to physics behaviour between parts, multithreading doesn't
benefit much, because each part needs to wait on the other parts physics update to complete anyway, otherwise you'll 
experience clipping and even worse cases of kraken attacks.

There are also other ways of leveraging multiple threads in Unity that doesn't involve DOTS, jobs or the burst compiler, but 
it needs to be useful and not work against you while you're still building the base of the game. bugs can be easily hidden in 
other threads, so even if something performs well, that doesn't necessarily make it better. 

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On 8/31/2023 at 8:15 AM, InterstellarDrifter said:

With physical interaction being linear, in relation to time, I could see it being very difficult to keep multiple threads running in time with one another.

It is an incredibly complex technical challenge, but devs at Unity and have been working on making such a system for years, all the ksp2 devs need to do is to utilize it. 

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17 minutes ago, GradientOGames said:

It is an incredibly complex technical challenge, but devs at Unity and have been working on making such a system for years, all the ksp2 devs need to do is to utilize it. 

If it takes years that means we could have it by patch 1.7!

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