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Showing content with the highest reputation on 2013-03-27 in all areas
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2 points
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I added the GamePerformance wiki page. Feel free to fix and improve it!2 points
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We've now got a sourceforge page where our progress can easily be tracked. http://sourceforge.n...teia/wiki/Home/ There is a wiki, a forum and git where the current state of the mod can be downloaded.1 point
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I have been thinking about pathfinding. I know this may not jibe with the way other RTS' handle things, but we are aiming for more historical accuracy, right? I haven't given thought to how this would be implemented, but maybe it is worth investigating. So normally when someone sent out a large army for attacking, they wouldn't really take the direct route, through rivers and forests, but they would take the roads, right? So if we established roads in the game it wold make pathfinding much easier since most long trips would take the road across the map at least as far as they could. If someone did want to stage a surprise attack and come a different direction you would expect that to take more interaction from the player, specifically dragging them off of the road, and then directing them how to go. It seems another inaccuracy we have is how units seem to try and find the shortest path even through the fog of war. In the case where a unit was sent deep into unexplored territory wouldn't that unit only be able to take the best route a tile or two at a time? It would depend on its line of sight. Units in real life entering unexplored territory would be expected to hit dead ends and have to turn around. Maybe scout units could get some more distance due to a sense of knowing the best way to go. Then we could also make distinctions between fighting on land where the geography is already known (as well as roads and their paths) vs unexplored territory where everything starts as a mystery. Anyway more food for thought...1 point
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From the last development blog post of Planetary Annihilation, a Kickstarter RTS game I helped to fund. Starting at 24:25, they begin talking about how navigation is done in the game, and explain something about Flow Fields as a solution for pathfinding of great number of units and formations. As it looks like a new concept, I thought it could be a good idea to show it here. Is there some 0ad developer who is already aware of this technique ? Could it help 0ad pathfinder implementation somehow ? English is not my native language, so sorry, I couldn't understand all of the video talking, and maybe couldn't explain my intentions really well too. However, the guys in the video seemed open to answer more tech questions from interested people, so maybe they could provide you some info. There's a forum thread for discussion here: http://forums.uberent.com/forums/viewtopic.php?f=61&t=44788&start=301 point
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I notice that a lot of the "concept art" for the Egyptian units uses reconstructions by modern-day artists. Why not look at how the real ancient Egyptians depicted their own soldiers during the time period in question? Attached are authentic Egyptian images of their own soldiers. In contrast to some of the reconstructions posted earlier, these tend not to wear much protective armor; most of them simply have loincloths and cowhide shields. Also note their dark cocoa-brown skin colors.1 point
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They look great! Just one concern: the Ankh design looks a little weird to me with the hole in the shield... the Ankh was rarely used as an isolated symbol in Egyptian art. I would replace it with something a god (I know the Egyptian military named their battalions after gods like Ra or Ptah). that is Ptah and this is ra: (I am learning Middle Egyptian) Other than that, Great Work!1 point
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This site is IMHO one of the best Blender3D training resources in the web right now: http://cgcookie.com/blender/ enjoy1 point
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That looks pretty high poly for a sword. I think you can lose some detail without it being noticeable.1 point
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There are tons of amazing Blender resources out there for dedicated learners! I can not call myself a dedicated learner because the UI just puts me off every time I try.1 point
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These videos should give you an idea about how to make UV maps and texture an object. If you've got any direct question I will gladly help you.1 point
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If the person controlling the army really wants to use roads, then they can just walk their units down the road. Personally I like to move my armies around in a slightly roundabout way to attack, so that the enemy doesn't see it coming. Also the new pathfinder uses the JPS algorithm, which only supports uniform-cost grids (but is crazy fast). This means that roads will have the same cost to travel over as mountains, which seems a little weird but works just fine in practice.1 point
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It looks that, after all, SpiderMonkey will get a big speed boost with the new OdinMonkey compiler (based on asm.js). It was merged for Firefox 22, so it will be also in next round of SpiderMonkey with mozjs24 (expected November 2013). EDIT: used proper link for asm.js1 point
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It works now, and it's it's really fun to play ! I loose at 27' when they send me some rams. I am not a good player, I suppose that an experienced player could do much better than me. Maybe you could add a couple of other messages to please users before the first attach, something like "our spies revealed military activity at the (civ name) camp" and "our spies detected an army leaving from the (civ name) camp toward our base, they will be in our territory in (x) minutes", or something. I also have to say that performance it was good, never went down to 10 fps. It would be nice to have this integrated in the official game since it's something different and funnier to play than the usual AI.1 point
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Check the wikipedia page of the Museum of Anatolian Civilizations in Ankara, Turkey. At the bottom you'll see some nice hittite figures. Maybe good for a symbol?1 point
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Good job guys, the site seems very friendly. And congratulations for the strong initiative.1 point