Re:Kerbal Space Oddities
by TeMPOraL on Friday July 28, 2017 @09:36AM
(#14874144)
It's not really an argument against Unity per se, but low KSP performance had everything to do with that engine - because it ended up being CPU-bound through single-threaded physics. This problem is now solved, from what I remember.
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That's everything to do with correct usage of the engine. Unity's PhysX is a general one-size-fits-all solution, which is not suitable for advanced physics-based game like KSP. Using it is only acceptable for prototype; they should've written their own physics, which suits their needs, and make it multi-threaded, and they should've done it in any game engine. In fact, many developers I know that worked with physics-based game mechanics have done just that - and none of them had requirements as significant as KSP.