Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2013-09-03 in all areas

  1. It will only look like a mess in C++ if we do a direct port. However, if we put our heads together with all the people who have been working on the AI, procure some actual design requirements and structure, we can design something elegant and readable. It really depends on how much effort we put into it; though, at least in C++ it won't be such a performance hog
    1 point
  2. According to the comment this is already meant to be a performance improvement. It just avoids looping through all entities when creating the collection. I didn't measure if it makes a difference in practice. It will look like a mess in C++ too. We should only move things to C++ if we can prove that it makes an important difference. If we have entity collections in C++ we still need to query them from JS and we have to create temporary objects etc... If this transition from JS to C++ happens too often we could also end up with lower performance.
    1 point
  3. Yves, wraitii: I think a quick fix can be to add a member "length" to the entitites object. We can increase the counter as needed. At any rate, it looks like a mess. We should consider moving it to C++ definitely.
    1 point
  4. Currently it's entirely in JS. Check binaries/data/mods/public/simulation/ai/common-api-v3/shared.js somewhere around line 230. One reason why it takes longer is that at some point the AIs start spamming masses of soldiers. This function basically updates all entity collections for each changed prop in each entity using a slow for .. in loop.
    1 point
  5. Definitely some very nice improvements. Keep up the good work! How long did the game run in these graphs? One thing I'd like to point out is that currently the major bottlenecks are the AI and the pathfinding. You won't see any of these problems if you test only a few seconds in game but they bring down the performance from 60 fps to about 3 FPS with 4AI players, all graphics settings disabled and zoomed in as much as possible. The problem is that because most players seem to play in singleplayer mode, the user experience will only improve significantly if we solve these problems too. Try something like this, set the game to run on "insane" speed and see how it performs after around 10000-15000 turns. ./pyrogenesis -quickstart -autostart="Oasis 04" -autostart-ai=1:qbot-wc -autostart-ai=2:qbot-wc -autostart-ai=3:qbot-wc -autostart-ai=4:qbot-wc I think the main reason is the shared script applying entities delta. At this point there are so many entity changes in each turn that it takes forever. I've posted a graph showing that here. As far as I know wraitii is already thinking about some changes to address this problem. I will finish the Spidermonkey upgrade first before getting into more trouble
    1 point
  6. Thanks guys! Lots of great feedback! I agree with the bellow. It's more of a placeholder. I didn't like the sound when I created it as it is a little weak.. But ya it can be a little more beefier and prominent. It would really simplify the blacksmith if we didn't have some fire aspect in there somewhere. The goal was to get all main aspects of the blacksmith out in a couple of seconds without getting too drawn out. Also, have something that wouldn't get to annoying click after click. I get losing the second anvil hit but the reason I implemented this in was because if you've seen metallurgists at work they do this awesome timing and rhythm to keep each hit exactly the same strength and depth. It really cool to witness. However, it is probably too short of a sound bite to get it across. Also, Ludo38, this might come from the pitch of the current hammer sound. Although, anvils can produce many harmonics, I agree. It's a little high. They need some more weight behind them and deeper tonality. I'm wondering if I added some fire flares/crackle sounds so that when the hammer hits the material on the anvil, you can hear and relate to whats happening. It would be exaggerated but is probably what is needed to fully relate to a blacksmith sound scape. The aspects I wanted to get across are the forging elements: Bellow - fire element Hammer - Wielding element Iron/steel - material element Anvil - base element I'll keep at it and probably post some single elements to get feedback as I'm forging...
    1 point
  7. Templars would probably be a good addition to the editor, but certainly not as a part of regular gameplay
    1 point
  8. Hey Pureon, Sorry for the delayed response. I've been preparing for a huge project that I'm heading for a feature film and at the same time my family flew in from London....Aaarrgh....! However, that hasn't stopped me from working on some ideas for the blacksmith. I'm still doing some research on the info you posted but as far as raw sound effects I'm posting an idea I put together from some of those individual elements (and others) that I posted in IRC. I'd like to give you an idea of how I'm building the sounds through getting some opinions on each element and with the blacksmith design. I didn't want a sound that would get drawn out by re-clicking on the building. So I kept this first rendition simple to an audible point but hope its a good start. Sound of selection of the Blacksmith building is attached. I couldn't get the media manager to work. Here we go, Please let me know what you guys think (it's attached as a mp3 format for posting): Blacksmith Test.mp3
    1 point
×
×
  • Create New...