Logic World Wednesdays: The Thursday Edition X

by @MouseHatGamesDeveloper3 months ago

Finite Render Range - Jimmy

I’ve implemented finite render range in Logic World! Chunks beyond a configurable distance will no longer be drawn, saving bigly on rendering performance.

While you can choose to only render part of the world, the entire world is still always simulated. This way, you can work on massive & fully functional machines without destroying your graphics performance.

Prettier Simulation Updates - Jimmy

I’ve tweaked the circuit update order so that inputs will always match the state of their connected outputs. This is kind of hard to describe with words, so just watch the video, dangit.

The effect is only really noticeable at slow simulation speeds, but slow simulation speeds are super important tool in studying and debugging your circuits. I think the improved visual clarity in this scenario will be a large quality of life improvement.

Relay Fixes & Performance

You people have been hounding me for months about this one – I finally fixed the instant relay bug. It was a pain in the ass to track down and fix but I did it.

The tweaks I made will also make Relays much faster, but I haven’t yet measured the improvement because I have a few more performance improvements planned for Relays and I’m gonna implement those first.


Thanks for reading, friends! Felipe will be back next week; I know you’ve missed him dearly.


5 comments
@AIdude3 months ago (edited3 months ago)

Friday edition: I

On a more serious note: As Ecconia already mentioned all of these features and fixes are nice. Personally I never was too much a fan of the fog based render distance as it always felt weird to me.

Also there seems to be a small graphical issue in the last video at 0:39 where the wire lags 1 tick behind the inputs

@JimmyDeveloper3 months ago

Personally I never was too much a fan of the fog based render distance as it always felt weird to me.

Yeah, if I add this it’ll definitely be optional. I agree it looks a little weird, but it provides a plausible excuse for why you can’t see far-away objects, and it hides the pop-in.

Also there seems to be a small graphical issue in the last video at 0:39 where the wire lags 1 tick behind the inputs

Ah, so there is. I believe I know the cause, and will fix. Thanks :)

@Ecconia3 months ago (edited3 months ago)

What an amazing list of changes! I love them all~

Render Distance, this one is quite handy. 600 sounds nice.
I am kind of unsure if the average user knows how much a meter is and assumes one square is 1 meter. While if I recall correctly it is 0.3m, unless you mapped it.

Regarding the relay fix, I think I was the most persistent user to annoy you about it, if not the first :P Not sure.
However instant turning off, is too Redstone. On top in the announcement video of them, you kind of mentioned in the comments that you intended to let them have a 1 tick delay. I am so glade that you got to that point.
You also mentioned performance updates in that section, I am looking forward to more details to that in the voice-chat session or here or in the next LWW.
Btw, sorry for everyone who has to change his/her ICA design from 2t to 3t now…

Simulation update order - Oh you literally changed the simulation order and not just the visual result. But yes OpenTUNG also starts with the components, so that is probably required.
With that order, there are few “issues” like when turning on a switch it takes an extra tick and displays also “lag behind”, currently that does not seem to be the case in LW - the video shows a weird moment at the beginning. But yeah the general thing has been done.
I kind of feel this one helped with fixing the relays. :P

Amazing changes! Good work keep it up~
Yay, pipe will have some time again~

@JimmyDeveloper3 months ago

I am kind of unsure if the average user knows how much a meter is and assumes one square is 1 meter. While if I recall correctly it is 0.3m, unless you mapped it.

You do recall correctly, grid cells are 30cm x 30cm. And you bring up a good point, thanks; I’ve added a note to the setting description about how long a meter is.

However instant turning off, is too Redstone.

It does feel counterintuitive at first, but it’s the logical way they should behave: there is no delay in signals that travel through the Relays – that’s the entire point of the component – so there is no delay when that signal tells them to turn off.

I kind of feel [the new simulation update order] helped with fixing the relays. :P

You are correct, these two went hand in hand :)

Amazing changes! Good work keep it up~

Cheers, will do! 😊

@Ecconia2 months ago

Oops, I meant relays instantly turning ON, is too much redstone. Since it allows simulation update ripples.
Well no worry, cause that was fixed.
Turning OFF when it is chained like in the video ofc takes only 1 tick.