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Showing content with the highest reputation on 2014-07-12 in all areas

  1. I think it's a mistake to make spearmen use pierce damage. Now you have to do weird (unnecessary) armor balancing for cavalry.
    1 point
  2. Hi all. This is a new video. This one is annotated with some remarks. Feedback are welcome! http://youtu.be/ToGiYbJl4IE Enjoy!
    1 point
  3. Bonjour Maxoen, ce post est absolument incompréhensible, tu ne devrais pas utiliser google traduction Peux-tu modifier ton texte pour écrire en français, je pourrai traduire ensuite. Merci ! Hi Maxoen, this post is absolutely impossible to understand, you shouldn't use google translate Could you edit your text to write in French, I can translate then. Thanks!
    1 point
  4. There might be ways to use a GPU to implement certain kinds of pathfinding efficiently, but that article is not one - it looks like about the worst possible way you could use a GPU . If the maximum path length is N (with maybe N=1000 on our maps), it has to execute N iterations serially, and GPUs are very bad at doing things serially; and each iteration is a separate OpenGL draw call, and draw calls are very expensive. And it's only finding paths to a single destination at once, so you'd need to repeat the whole thing for every independent unit. It would probably be much quicker to just do the computation directly on the CPU (assuming you're not running a poorly-optimised version written in JS on the CPU). AMD's old Froblins demo used a similar (but more advanced) technique ("Beyond Programmable Shading Slides" on that page gives an overview). So it can work enough for a demo, but the demo has much simpler constraints than a real game (e.g. every unit in the demo has to react exactly the same way to its environment, it can't cope with dozens of different groups all wanting to move towards different destinations) and I doubt it can really scale up in complexity. (Nowadays you'd probably want to use OpenCL instead, so you have more control over memory and looping, which should allow more complex algorithms to be implemented efficiently. But OpenCL introduces a whole new set of problems of its own.) And performance on Intel GPUs would be terrible anyway, so it's not an option for a game that wants to reach more than just the high-end gamer market.
    1 point
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