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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

      38,6k
      posts
    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

      16,8k
      posts
  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

      51,2k
      posts
    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

      28,2k
      posts
    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

      48k
      posts
    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

      30,2k
      posts
    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

      45,1k
      posts
    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

      148
      posts
    7. 599
      posts
  • Topics

  • Posts

    • I don't think it is going to affect new devices that much. Ai said: General Desktop Users: Most modern users (using USB, PCIe, WiFi 5/6, and Ethernet chips from the last 15 years) will not notice any difference. So, I don't think it will be that much of a problem
    • That is interesting and kinda concerning. AI does have some benefits things like this make it a lot worse. At some point people need to stop and see if it is really producing more good than harm, when you see cases like this it kinda makes it seem that the harms exceed the potential benefits. (That and the constant bots that spam our forums as well) I don't blame the devs they're just trying to figure out how to cope with the flood of issues and bug reports that they have to deal with while still getting the word they are supposed to finish.
    • Recently I have studied the source code of pyrogenesis engine. And there're few confusing implementation. For example in the function "CPatchRData::BuildIndices" I can see indices in clockwise order - [0,0] -> [1,0] -> [0,1] -> [1,0] -> [1,1] -> [0,1]         for (ssize_t j = 0; j < PATCH_SIZE; j++)         {             for (ssize_t i = 0; i < PATCH_SIZE; i++)             {                 if (texgrid[j][i] == tex)                 {                     bool dir = terrain->GetTriangulationDir(px+i, pz+j);                     if (dir)                     {                         indices.push_back(u16(((j+0)*vsize+(i+0))+base));                         indices.push_back(u16(((j+0)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+0))+base));                           indices.push_back(u16(((j+0)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+0))+base));                     }                     else                     {                         indices.push_back(u16(((j+0)*vsize+(i+0))+base));                         indices.push_back(u16(((j+0)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+1))+base));                           indices.push_back(u16(((j+1)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+0))+base));                         indices.push_back(u16(((j+0)*vsize+(i+0))+base));                     }                 }             }         } However the default triangle winding of OpenGL is counter-clockwise. Anyway in the Atlas editor the terrain is stil visible with front faces up.  I wonder whether such implementation is rectified with projection matrix and orientation matrix, Or this is just my misunderstanding in some point? Hope that some expert can provide help. I really appreciate that!  
    • Probably because bots posted here before getting deleted...
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