@bidah@expo@seraleev@adamlyttleapps@jacobrodri_ so for years, Apple didn't accept my screenshots from the iphone 15 pro and demanded to use the iphone 14, and you uploaded this and everything was approved? legend
@Suvitruf в kingdome come квесты "найти веревку" это какое-то межгалактическое блядство. этих веревок там по 10 в каждом дворе, но нужная для квеста лежит только в одном одном месте
в остальном она отлично работает, так что у меня в голове квест с веревкой это просто мем
@EpihinS епихин, без негатива, как же ты заебал со своим футболом. 20 лет на тебя подписан, только из-за тебя использую фичу с мутом слов в ленте, нихера не помогает.
тебе наверняка это уже писали, может уже есть какой-то лайфхак, чтобы это остановить? без негатива
@DaehyeonMun@appandflow I was more surprised not by ease's leadership, but by RN.animated performance. I haven't used it since 2020, I thought it had no advantages relative to reanimated for most heavy cases.
There was no way we could fit the whole map of gta3 in PS2 memory. Streaming involves loading models from the DVD as the player moves around. This was the hardest technical challenge during the development of gta3 and was coded by Adam Fowler.
The closer models physically are on the DVD, the faster they are loaded. This is because the DVD needs to accelerate/decelerate as the head moves to a different track.
Adam tried to place models that were close together in the city also close together on the DVD. He also experimented with repeating commonly used files.
Even after placing models on the DVD efficiently, it was still not fast enough. Players would see the low detailed version of buildings and sometimes the road was missing.
At some point we couldn't speed the streaming up any further. We had no option but to slow the player down.
Portland initially had a big drag running all along the island. This was a worst case scenario. The player could go fast and there were loads of buildings to load. The artists changed the road layout to slow the player down.
In other problem areas, we increased the drag (air resistance) on the vehicles 5% or so. Hardly noticeable but it helped.
The streaming issues were the main reason we couldn’t let the player fly in gta3 (other than with the dodo)
Streaming was also used for vehicle models, npc models and music but the map posed the greatest difficulty because of the amount of data.
As models got loaded into memory and then removed, the memory would fragment into smaller and smaller blocks. Adam’s code constantly moved models around to fix this. This was tricky as models sometimes had to be moved while they could be rendered.
For Vice City, various code improvements were made. Better compression of models and textures. Smarter code that would load the detailed versions of buildings only if the player was not flying.
Streaming issues tends to get worse with older DVDs and older PS2s.
(screenshot by @TheSphereHunter)