Difference between revisions of "Talk:Deep Space Kraken"
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PhysX is a "physics" engine that adds different particle effects to games. It doesn't actually control or define the physics of KSP, unless the devs sneaked it in without telling anyone? My graphics card is an AMD, and I also experienced the space kraken, which I will use as proof that PhysX should not be mentioned on this page. --[[User:Tofuturkey|Tofuturkey]] ([[User talk:Tofuturkey|talk]]) 03:26, 3 May 2013 (CDT) | PhysX is a "physics" engine that adds different particle effects to games. It doesn't actually control or define the physics of KSP, unless the devs sneaked it in without telling anyone? My graphics card is an AMD, and I also experienced the space kraken, which I will use as proof that PhysX should not be mentioned on this page. --[[User:Tofuturkey|Tofuturkey]] ([[User talk:Tofuturkey|talk]]) 03:26, 3 May 2013 (CDT) | ||
+ | <p>:PhysX is the default physics engine for Unity3D, the development system used by Kerbal Space Program. The only way not to use it is to write your own or install another. (Currently Bullet Physics and a few others have community modules for integrating into Unity3D). PhysX will run without an AMD card, and only certain versions include GPU acceleration. Specifically, it uses high-precision fixed point or floating point, and utilizes SSE instructions. Whether high-precision fixed point or floating point depends on the routines used. If I recall, KSP uses the fixed-point (a.k.a. integer-based) routines in order to reduce unexpected bugs due to floating point errors. --[[User:Ruedii|Ruedii]] ([[User talk:Ruedii|talk]]) 08:41, 3 May 2013 (CDT) | ||
== Does this count as a stub? == | == Does this count as a stub? == |
Revision as of 13:41, 3 May 2013
PhysX is not KSP's Physics engine?
PhysX is a "physics" engine that adds different particle effects to games. It doesn't actually control or define the physics of KSP, unless the devs sneaked it in without telling anyone? My graphics card is an AMD, and I also experienced the space kraken, which I will use as proof that PhysX should not be mentioned on this page. --Tofuturkey (talk) 03:26, 3 May 2013 (CDT)
:PhysX is the default physics engine for Unity3D, the development system used by Kerbal Space Program. The only way not to use it is to write your own or install another. (Currently Bullet Physics and a few others have community modules for integrating into Unity3D). PhysX will run without an AMD card, and only certain versions include GPU acceleration. Specifically, it uses high-precision fixed point or floating point, and utilizes SSE instructions. Whether high-precision fixed point or floating point depends on the routines used. If I recall, KSP uses the fixed-point (a.k.a. integer-based) routines in order to reduce unexpected bugs due to floating point errors. --Ruedii (talk) 08:41, 3 May 2013 (CDT)
Does this count as a stub?
I don't think it does. Sure this article is short, but what more can you really say about this. Potentially, you could move this page to be just a section in some sort of terminology page, but I think it justifies its own page. Thecoshman (talk) 09:46, 12 October 2012 (UTC)
- The problem is that it seems Squad has, in the past, jokingly referred to *all* bugs as "the work of the Kraken", while the community seems intent on narrowing it down to one bug, giving all the others a variety of names. Each specific short-lived bug having it's own specific name is going to cause a lot of confusion down the road.
- I say we expand the Kraken to refer to any kind of unexplained anomaly that destroys your ship so we can actually expand on this article.--Craigmt1 (talk) 15:52, 12 October 2012 (UTC)
- Yeah, I think making the Kraken to be more like a story element / reason why shit breaks is a lot better then trying to make it out as one particular bug. Thecoshman (talk) 18:15, 12 October 2012 (UTC)