DarkMetatron

joined 2 months ago
[โ€“] [email protected] 2 points 1 week ago

Yeah and everything IRL is just a wild mix of gluons, mesons and other strange particles. I would say that going so deep down is a bit much ๐Ÿ˜„

[โ€“] [email protected] 2 points 1 week ago (1 children)

Not really, because it is in it's core the same engine with the same limitations. It has the same worldspace and cell system as the original engine from Morrowind. Yes it has shader (a modern feature that is in the creation engine at least since Fallout 76, most likely even Fallout 4) and a LUA script engine besides the official creation script engine. This could be added to the engine very easily and that the Creation Engine doesn't has this is a design decision not a engine limitation.

[โ€“] [email protected] 4 points 1 week ago

The cells and worldspaces are needed for a engine that allows huge amounts of persistent dynamic objects that can be removed from and added to the world freely., That is the reason why we don't see games with large worlds like this in other engines. Even more so when the game has to run on consoles too. Neither No Man's Sky, nor Outer Worlds or Cyberpunk have worlds or places full of persistent dynamic objects, nearly everything is static and hard baked into the world.

[โ€“] [email protected] 2 points 1 week ago

Strange but interesting, thank you!๐Ÿ˜Š

[โ€“] [email protected] 5 points 1 week ago* (last edited 1 week ago) (4 children)

Skyrim has not the same engine as Oblivion and Starfield has not the same engine as Skyrim. There always were huge upgrades and changes to the engine, saying that Starfield has the same engine is like saying that Unreal 5 is the same old engine as Unreal 1. It is the same engine in the same way as I am the same as my father or grandfather. We share lots of features and DNA and have the same last name, but we are very different in many ways.

[โ€“] [email protected] 1 points 1 week ago

As far as I know no engine out there is able to do what the creation engine can, and that is having world spaces with tons of persistent dynamic objects. If they would switch to another engine they would loose one of their core elements of the game, the possibility to take all the junk that is laying around in the world or to add things literally wherever the player wants. But this feature comes with the price that the world spaces have to be comparted in cells which are separate by loading screens. This can be minimized with streaming and dynamic data transfers but this has its limits too, even more so on resources constraint systems like consoles.

[โ€“] [email protected] 1 points 1 week ago

Sounds like you want savapage https://www.savapage.org/

It by default runs on its own port but that is easy fixable with a reverse proxy.

[โ€“] [email protected] 1 points 1 week ago (2 children)

Is it then also the "state of being poisoned-ring"?

[โ€“] [email protected] 3 points 1 week ago

The structure is changing, many distributions already are merging more and more of the duplicated subdirectories in /usr/ with the counterparts in / but it takes time to complete that and at the moment those subdirectories are often still there but as symlinks to be compatible with older software (and sysadmins).

[โ€“] [email protected] 6 points 1 week ago

Yes, that is true. I was speaking in the context of very early Unix/Linux before initrd was a thing.

[โ€“] [email protected] 13 points 1 week ago (8 children)

In german it is "Ehe-Ring" which literally translates to marriage ring

[โ€“] [email protected] 22 points 1 week ago (2 children)

And I still don't know what's the point in separating /bin, /sbin, /usr/bin and /usr/sbin.

This goes back to the olden days when disk space was measured in kilo and megabytes. /sbin/ and /usr/sbin have the files needed to start a bare bone Unix/Linux system, so that you could boot from a 800kb floppy and mount all other directories via network or other storage devices as needed.

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