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About smiley

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  1. Not a solution unfortunately. On my end, it doesn't really run out of memory even without increasing the runtime size. But it still takes a while to generate. But like I said, its bad design. On top of that, its highly cpu unfriendly. _Lots_ of cache misses, and those are expensive. Good enough for a workaround I guess. But why such a large size though? The largest map size in AoE2 was apparently 256
  2. The server sends a compressed state of the entire simulation. And all the commands from the point the rejoin was requested. While the rejoined client is executing those commands, the game would be locked in the current step. What you are asking of is actually very simple. Conceptually at least. (Assuming the AI serializes all it needs). All the prerequisite code is already present. None of the state changing math is floating point btw. It’s all fixed point. So, just integer operations. Since you seem to be somewhat interested in engine design, I suggest reading up on the lockstep architecture. It’s not entirely the best engine design today, but it came from a time when bandwidth was rather precious.
  3. https://code.wildfiregames.com/source/0ad/browse/ps/trunk/source/graphics/MapGenerator.cpp$43 Just change that line to something higher. That won't add the scaling with the sizes part though.
  4. I just changed it to scale with the actual map size. Thanks for bringing it up.
  5. Not unless you patch engine code and recompile it yourself. Certain maps sized 512 takes over 6 minutes to generate. So, if your 2048 sized map doesn't run out of memory, you would still have to wait for an eternity. Unfortunately, the 0AD map generation system has a terrible design problem. And fixing it is taking a lot longer than one first imagined.
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