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Showing content with the highest reputation on 2012-10-24 in all areas

  1. Well, when taking screenshots the best would be to hide the GUI.
    1 point
  2. A bit of topic: Well looking dunes will soon be available for random maps with the erosion lib I'm working on. It already works but is not yet well documented and organized. I think it will be ready to use in a few weeks. It would be cool if some global weather variables could be set and used by different parts of the game. One example would be the wind speed, direction and how squally it is. This could then be used for tree movement, terrain erosion and dust/smoke/steam particle movement. This will be hard to do ATM because e.g. RMGEN has no access to the engine and there's no way to set such things in the engine determined by the random map AFAIK yet.
    1 point
  3. An open source bounty is probably the way to go, but we would need to ensure the code is clean, not something someone has put together quickly. Everything runs on one core, one thread at the moment. The reason for this is so we can easily see speed bottlenecks (like pathfinding and the AI). Once the bottlenecks are improved, then we can split parts out into their own threads. This is still a while off though. Philip is working on the pathfinding, and wraitii (last I heard) is working on an AI rewrite to make it more efficient. So we're making progress toward speeding up the game.
    1 point
  4. We might end up doing something like that, hopefully we will not have to do it for the pathfinding though as Philip seems to be getting more and more able to finish his work on it
    1 point
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