Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-05-25 in all areas

  1. Yah Boi was bored, so he gilded the armor.
    3 points
  2. Yes, that was an origin point. But it's not a silver bullet. Because the another layer of abstraction reduces flexibility, adds limitations and may reduce performance, because of many differences in backend APIs. We can't just add a IRenderer with methods like drawTriangle. Theoretically you can do this, but it would have a significant performance lose. You may add abstraction structures (like octree for frustum culling) that work for all types of backend. But some backend dependent stuff won't work easily. For ex. shaders, you need to use universal language or use some language converters. Which means another layer of limitations. So, what we could do (not a full list): 1. Use own graphics engine a) Use the only one backend API (like Vulkan or GLES) with some third party libraries (like libangle for GLES) that convert these API calls for other platforms (other than supported platforms by this backend). b) Use multiple backends (like you suggested) with run-time or compile-time backend changing. 2. Use third party graphics engine/library: a) Use a complete game/graphics engine (like Godot). b) Use a complete graphics library that has own stable API with own shader language. In only my opinion I'd prefer the 1a or 1b but with not more than 2 different backends, like OpenGL + Vulkan. Because they're Open-Source and present mostly for all platforms (through third-party libraries). Because it's most interesting for a graphics programmer: you don't need to support a lot of backends and you have enough power of the backends. But! It means that we need to handle some low-level stuff by ourselves. Like GPU blacklists, driver specific bugs (like our Intel crashes), and so on. That's harder to support. Complete engines have own problems too, they have less flexibility/performance or small number of supported platforms (some engines already dropped <= GL2). They may change their license or stop support it. Actually it's not the easy question. That's why I suggested to not rush inside rewriting all graphics stuff (while we somehow support most platforms) and refactor all related stuff first. I think the main task now is to collect and isolate most of GL code in some specific place (not just call them through simple proxy functions). That'd be useful for any way that we'd choose.
    3 points
  3. Hi all, I would like to invite you to Sunday Pro Games - Week#6 live-stream event. There will be a 4v4 match at 18.00 (UTC) on Sunday with commentary by Alistair on his youtube channel. If you want to convert UTC time zone to your time zone you can visit this website. -You can Play/Watch/Contribute/Ask questions during the event. It's only one match once a week. So, Players who want to play should be in the room a little early. -You can check the current from this post: League Fixture. -Players who want to Spec/Contribute/Ask questions should watch the event on Alistair's channel: Here is the link. -We're playing on Continent this week. There will be more maps during the event. -Rule Breakers get yellow and red cards. If you brake no dancing, no wonder rule during the match, you get a yellow card. If you don't follow the rules intentionally you might get a red card. 2 yellow cards mean 1 red card. If you have a red card, you are banned for the next event. -You can watch previous events on this channel. Please let me know If you have any questions. Have fun, @psypherium @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD
    2 points
  4. @wowgetoffyourcellphone https://code.wildfiregames.com/D1718
    2 points
  5. Thanks @Alexandermb for handling that in a pro way ;-)
    2 points
  6. Yes, I'm dusting off this old topic. 0 A.D.'s Seleucids have a great architecture set, but I think it's time to have a critical look at their unit roster, as @Genava55 is doing elsewhere for the Britons and Gauls. To start with, I think the Seleucid troops should be based on the reign of Antiochus III the Great (r. 222–187 BC), for several reasons: representative for the Seleucid empire (312–63 BC); a century earlier it was founded; a century later it was reduced to a rump state contemporary of Hannibal, Scipio, and Philip V successful general, many victories (and some defeats), reasserting control over various regions texts from several authors (Polybius, Livius, Arrian) have survived Polybius lists Antiochus' army the Battle of Raphia (217 BC): Livy describes his army at the Battle of Magnesia (190 BC): As does Appian (minor differences): Polybius also describes a parade organized by Antiochus IV (reign 175–164 BC): Currently players have to choose between a traditional army (Silver Shield Pikeman and Scythed Chariot) and a reformed army (Romanized Heavy Swordsman and Seleucid Cataphract). However, the sources make it clear that heavy cavalry was used in combination with pikemen and chariots, so this choice is an artificial dichotomy. Furthermore, the cataphracts in question are apparently Galatians (Celts who sacked Delphi and settled around Ankara). Perhaps something for a mini-faction? [more to follow later]
    1 point
  7. I think we should consider OpenGL deprecated going forward, too. Mac OS has done so, so the only useful thing is OGL 2 for legacy systems support. Vulkan / Vulkan+MoltenVK are probably the systems of the future for us.
    1 point
  8. please move this topic to where it belongs if it posted on wrong place i'm new to the cummunity there is player wasted my time quitting without resign on 1v1 RATED Game. thanks commands.txt metadata.json
    1 point
  9. @Genava55 here is the post of Tiger Knight.
    1 point
  10. Interesting question! For Kushites specifically, I don't really have an answer. Hammering stones (handheld, rounded boulder type rocks) were used, in Kush as well as in Ancient Egypt. As for proper hammers, I only read a description of a relief depicting a "hammer like object", but I haven't actually seen the relief. Other tools like tongs and chisels were also used. carving mallets are depicted in stone and wood working in Ancient Egypt and variants of this may have been used for smithing? In a Greco-Roman context, proper hammers, sort of like we know them today were definitely in use:
    1 point
  11. Well i made a patch to make trees grow back resources over time
    1 point
  12. It is a bit too much modern, a bit too bulky, but this kind of hammerhead were in use during the Roman Imperial Era:
    1 point
  13. Do you guys know about about bgfx? Supposedly it is exactly that kind of renderer abstraction. https://bkaradzic.github.io/bgfx/overview.html The overview is pretty enticing. It also has been around for while, it is pretty popular and is still under active development. (I don't have any experience with it though)
    1 point
×
×
  • Create New...