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WFG Programming Team
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vladislavbelov last won the day on July 7 2018

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  1. Which wxWidget version is in your Linux? Possible solutions: a) install newer version of wxWidget; b) run it with X.org, not with Wayland.
  2. Multithreading isn't a silver bullet. It requires a lot of stuff: you need to synchronise different threads, you need to pass data between threads and you need code it without races. It costs a lot of time for complex projects, so as Stan said we may not have a visible benefit at all. Or its cost would be really huge. So it should be analysed before introducing the multithreading in all stuff.
  3. <offtopic> Actually 0A.D. uses async/await during its development. For example some of my patches are waiting for other patches that are waiting for review (promises!). At the same time I may create async patches that are not related to the previous ones. </offtopic>
  4. By the way, we have a ticket for autosaving and I even had a patch for this: https://trac.wildfiregames.com/ticket/4417
  5. Not completely, I saw it when I was testing the patch last time. I need to retest it. Could you attach you map and graphics settings? We'll test the bug and on your map.
  6. It really depends on frame. Try to move the camera for some empty space. Or order all 1000+ units to move. Unfortunately we have only 56% of players who support the GL4+. Also I suppose in most cases GL4+ means Vulkan too. It also gives a lot of opportunities to optimize. We use a lot of space in our VBOs, we don't even use compressing. The most important thing I really want to know from Intel: why drivers crash? (We don't see so many of them for other vendors).
  7. Hi @John and welcome to the forum! Could you post your system info? You can find it at the logs folder: https://trac.wildfiregames.com/wiki/GameDataPaths#Windows
  8. You're absolutely right! I concentrated on the feedback results and politeness to our players and forgot about some entertainment, because we're the game. Thank you!
  9. Thank you for your feedback! One of few means that I'm not alone I'd glad to hear more detailed presentation's fails from you. Anyway I'll try to improve it!
  10. Yes, it's true, but it requires time. I could suggest to install another version of wxWidgets.
  11. I told you about architecture in general, not a certain function. You're right, start point is the frame function. But a lot of details are hidden behind functions inside the frame. The first ticket doesn't look like the C++ part changes. I'm not sure about the second one. But the third one is definitely about C++. It doesn't have breakpoints in a usual understanding. It has assertions (ENSURE), that could be breakpoints for some implementations/configurations. So in this task you need to replace some relevant ENSURE to LOGERROR (not all): https://trac.wildfiregames.com/browser/ps/trunk/source/network/NetServer.cpp.
  12. Have you run a match in the game? Does it work?
  13. Hi @Kam, welcome to the forum! Actually you don't have to make an application for programming. There is a wiki page https://trac.wildfiregames.com/wiki/GettingStartedProgrammers to start. I suppose you already have seen it. Our engine has a popular single loop based architecture. You can follow it in the main.cpp, it looks like: while (gameIsRunning) { cleanupProfiler(); // Common stuff tryStepLoadSomethingIfPresent(); processEvents(); processNetwork(); updateGUI(); updateGameState(); // Including simulation // Rendering stuff prepareForRendering(); findAllVisibleActorsForSun(); renderSceneToShadowMap(); findAllVisibleActorsForCamera(); renderSceneToScreenBuffer(); doPostProcessingIfEnabled(); renderGUI(); swapBufferToRealScreen(); // End of the frame recordProfiler(); }
  14. Could you post your system details (OS, its version, CPU, GPU, etc)? Did you compile the Atlas or you use the packaged one? Which version of wxWidget do you have? From first look it seems that it's a problem with wxWidget.
  15. It also requires a visual comparison. Are they visually equal for all distributions? I think we can just move fonts. Because currently we don't even need them on user machines. The important step is the font rendering - to use real fonts instead of prerendered pictures. And on this step we can decide how to distribute fonts.
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