i had brainstormed a bit a similar problem (non world aligned voxels "dynamic debris" in a destructible environment. One of the ideas that came through was to have a physics solver like the physX Flex sdk.
https://developer.nvidia.com/flex
* 12 years old, but still runs in modern gpus and is quite interesting on itself as a demo
* If you run it, consider turning on the "debug view", it will show the colision primitives intead of the shapes.
General purpose physics engine solvers arent that much gpu friendly, but if the only physical primitive shape being simulated are spheres (cubes are made of a few small spheres, everything is a bunch of spheres) the efficiency of the simulation improves quite a bit. (no need for conditional treatment of collisions like sphere+cube, cube+cylinder, cylinder+sphere and so on)
wondered if it could be solved by having a single sphere per voxel, considering only the voxels at the surface of the physically simulated object.
from what i seen in "low end" ssds like the "120gb sata sandisk ones" under windows in heavy near constant pagging loads is that they exceed by quite a lot their manufacturer lifetime TBW before actually actually started producing actual filesystem errors.
I can see this could be a weaker spot in the durability of this device, but certainly it still could take a few years of abuse before anything breaks.
an outdated study (2015) but inline with the "low end ssds" i mentioned.
we had a "historic bad solarweather" a bunch of years ago and i talked with a cyber cafe operator that "you could have more computers bluescreen on this week than usual".
to me it got really weird when he said later he really did, but honestly its 50/50 that could had been just incidental.
in another note there are some "rather intense" discussions when someone speedrunning a game gets a "unreproducible glitch" in their favor, some claim its a flaw from ageing dram hardware, but some always point that it could be a cosmic ray bitfliping the right bit. (https://tildes.net/~games/1eqq/the_biggest_myth_in_speedrunn...)
> (...) I think they built or used a different engine designed to take advantage of the N64s graphics hardware.
Something around that, they used the build engine as a starting point but "hacked it to oblivion". On the very least it reuses the same level editor (maps are vanilla build editor compatible) and it does keep many of the old bugs, like "killer doors".
incidentally the predecessor "duke nukem 64" is already more akin to what gzdoom is by using polygons instead of 2.5 rendering for walls and floors and they decided to push for polygons in the actors too for "zero hour" release.
https://en.wikipedia.org/wiki/TurboCache
(Not the same thing 1:1, but worth the joke anyway)
reply