![]() Doing this with the default FOV setting and the same window size (resolution) should give nice reproducible results. My go-to test for the worst case static scenario is looking down and then flying up far enough to barely fill the view width-wise until the view distance clips the terrain. You can see how many render chunks FC2 draws by looking at the 1st number after C: in F3. FC2 should be quite good at not rendering anything you couldn't see, so large variations are not surprising. Thanks for the data, the frame rate depends heavily on what is actually being rendered. There's not much to be gained by looking at FC's sources, it just needs work on my side, be it fixes or API to do things cleanly. The pressing issues right now are the incomplete Forge model support in my model pipeline and mods reflecting/editing MC classes. My idea for fixing most compat issues is to first fix FC2 itself, add generic workarounds/patches, document limitations. FC2 works with big subsystem replacements, the vanilla architecture is not suitable for small amendments when targeting this level of performance. The internals are comprehensive and dissimilar from anything else, they are also obviously quite well protected. Regarding compatibility I don't believe it's even effective to reverse engineer Fastcraft. ![]() Plenty of my contributions to Forge and other projects are open source, Fastcraft is not one of them and we all know how readable Java bytecode normally is. I don't want to give the technology and engineering behind it away for free, much less have it copied without attribution. There is quite some room to interpret the exception in the relevant EU directive strictly, meaning that such measures could be understood as a last resort with tight boundaries.įastcraft is a project for end users and my own curiosity about what is achievable.
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