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Showing content with the highest reputation on 2014-09-16 in all areas

  1. I've imported some meshes and copied some stuff from them, too Thats the footprint of the hanging gardens (left), my model (middle) and the big roman temple (right): As you see, it's almost square. I've changed a lot of stuff, so some more screens: There are still the doors missing. And the temple has on all pics a bronce statue of Jupiter on the top of it. I'll have to model it, too.
    2 points
  2. It's not too bad in this specific test, I'm more concerned about the support of SpiderMonkey. If there's no solution that is meant for our case, it could suddenly break without an alternative. So far I know about the following ways to prevent GC of JIT code: Set the flag "alwaysPreserveCode" in vm/Runtime.cpp (tested here) Use the testing functions to enable gcPreserveCode Keep calling js::NotifyAnimationActivity with a delay of less than a secondThe first approach has the problem that it completely disables JIT GC for the whole engine and the source code needs to be changed. This solution doesn't work for SpiderMonkey versions provided by Linux distributions for example. The second approach did not work in my most recent tests, but if I investigate further, it probably could work. It would not require changes to the library source code, but otherwise has the same problems and is obviously declared as a testing function that shouldn't be used in productive code. The third option seems to be actually used by some parts of Firefox, but it seems very fragile. GC of JIT code could happen again if there's only a single lag spike of more than a second, or another case when our calls don't get executed with less than a second delay. I really hope the SpiderMonkey devs have a better alternative to offer.
    1 point
  3. Hey Tobi that's a nice start! My suggestions are: -----General - This building is going to be a wonder, don't be afraid of polycount, go for some good looking detail. - It'll be very useful to import a wonder or the big pyramid of the game into blender, so you can have a reference of the scaling in relation with the game world and the max footprint size. - As the above suggestion, importing a unit mesh will help you to control the scale of stair steps, windows, doors etc. -----Specific - At first impression it looks a little bit small, judging by the space between the columns. - Go for a wider staircase like the reference in your 2nd post, later in the road you can put two free standing columns at the entrance of the staircase like in the reference, it'll look nice. - If you want to save work&time, you can use some existing geometry for the columns: The macedonian building set have columns with corinthian capitels and basis already done, you'll just need to remap with the roman texture. Here's a helper if you want to do it from scratch by yourself: http://upload.wikimedia.org/wikipedia/commons/5/53/Schema_Saeulenordnungen.jpg - The angle of your render may be deceiving, but it looks like it should have a more squarish plant instead of a rectangle, but as I said it may be the angle. I'm going to repeat myself, but learning how to import/export 0AD assets to is a must if you want to test them out in-game and being able to reuse geometry and assets. The introduction of this post describes the steps to import the .dae assets into blender: http://www.wildfiregames.com/forum/index.php?showtopic=17542 Don't hesitate to ask any questions and doubts you may have about the engine and/or import/export process as well as blender help if you need it!
    1 point
  4. Hello Tobi welcome to the forums! Those are some nice work examples. I'll ask you some questions to have an idea of your skill set -Have you played the game? which building set do you like more? -You mention animation in your post, do you have any animation examples? -Have you imported/exported any asset or have any experience with 0AD's engine? -As an environment artist, do you focus on nature/organic or architectural assets? Don't be afraid of so many questions, they're to guide you better on the way I've seen you already started with the Capitoline Jupiter temple, so I'll suggest/comment/critique on that thread.
    1 point
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