• pensa@kbin.social
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    2 years ago

    I remember Scott Manley asked someone important on the dev team of ksp2 how they approached the 2 body problem. They guy gave a vague answer that they had solved it. If that were true they would have a Nobel Prize but they don’t. So then and there I decided that KSP2 will not get my money. Which sucks because I have put a little over 2000 hours into KSP1.

    • AdrianTheFrog@lemmy.world
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      2 years ago

      “Solved it” for a game just means “approximated it well enough that the average user won’t notice”.

    • BradleyUffner@lemmy.world
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      2 years ago

      2 body orbits shouldn’t be a problem. They are easily solvable. 3 body systems are the ones that are problematic.

      • pensa@kbin.social
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        2 years ago

        Yeah, he says n-body problem in the video I linked above. I have no idea why I am saying 2 body problem.

  • SharkyPants@lemmy.world
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    2 years ago

    As a Unity dev of 6 years, playerPreffs (the unity system that stores data in the registry) are a good place to store small amounts of data in a dictionary style structure quickly without creating your own data system. But they are extremely limited in the types of data they can hold and the control a dev has over them. Whenever I see playerPreffs used I think the dev must-have needed something quick and easy. They may have also created their own registry save system in that case should be an easy fix. (De)Serializing json or even custom binary files in compartmented files in a defined folder like StreamingAssets gives much more flexibility in data types and control. You can see playerPreffs limitations in the documentation below: (https://docs.unity3d.com/ScriptReference/PlayerPrefs.html)

  • merthyr1831@lemmy.world
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    2 years ago

    Seems like horrible dev practice to place save data of any kind in the Windows registry lmao. I get that it’s designed for storing user data in some respects but the registry is an old and fickle solution to setting global variables important for communication between processes and applications.

    If you’re storing data that’s only ever needed by your own application, especially if it isn’t OS-related, you shouldn’t mess with the registry. Not only does it not have the performance you’d expect for most circumstances, but the registry has a real performance and stability impact even when outside of your app.

    What’s worse, imo, is that this data is difficult to access for making backups, utilising cloud synchronization, and cross compatibility of your app.

    Unity is a lot more borked than I thought, but KSP devs should probably be careful with what data serialisation APIs they mess with.