I have heard nothing regarding engine rewrites.This is all excellent info if its reliable.
As was discussed in the "Would you build this?" thread where I introduced the nuclear fusion reactor:For something like RotaryCraft, that'd likely be very difficult, as you'd have to swap not just textures, but models; the former isn't that hard, but the latter? That'd take some serious work, I'd imagine. Plus, those models are kinda critical to know if things are actually, ya know, working properly.
This times a thousand, plus the rendering has become one of the defining features of my tech mods. I see no good that can come of allowing its removal.
As for the load from my machines, as I have said time and time again, it is NOT the animations. Rendering something at a 30 or 56.7 degree angle is no harder than rendering it upright.
The models do add GPU lag, yes. Only weaker laptops tend to experience problems from this, however.
All the TPS lag, however, is caused by mathematical computation. This is largely unavoidable due the way RC works - it runs an internal physics engine - but some is also due to interacting with the MC world, and that may be able to be streamlined.
Generally speaking, however, if you are experiencing notable CPU load issues with setups that are not very large, you are either running RC on a computer with a weak CPU - as is common with MC servers which are biased towards vanilla and RAM-heavy - or are doing it wrong (eg using 50 hydrokinetics instead of one jet engine "because it's cheaper").
And yes, the fusion reactor is meant to be a communal thing; they are simply too large to be built alone by anyone but the most powerful players. Look to its real-world counterparts; ITER has 35 contributing countries, supplying a total of $16 billion.
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