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Showing content with the highest reputation on 2018-12-19 in all areas

  1. Update: textures retouched. Currently working on special structures that will generate resources.
    4 points
  2. Lovely progress. Aesthetics Hint: Try to avoid flat plain, bare walls like the side of the barracks. Break it up a bit with some bevels, windows, buttresses or other architectural elements or props.
    3 points
  3. "Ridiculously complex" is a bit of an overstatement. None of the code is super easy but there's nothing too unexpected - except for unitMotion maybe. The pathfinder is actually 5 components: The obstruction manager handles collisions (for unitMotion - not the pathfinder proper) and rasterising static obstacles (like buildings and terrain) and keeping track of units. UnitMotion handles the actual movement logic. It's terribly written at the moment (buggy, unclear and inefficient at actually moving sanely…) and I have a patch (I think it's D13) fixing it. On top of that, we need to change the architecture to a Data-oriented design - I may or may not have a patch for this, can't recall, but I've definitely done it somewhere. The hierarchical pathfinder handles accessibility (and could be used to handle high-level pathfinding, but it's not really much faster). It creates big "regions" and connects them. That's where flood-fill comes in. I have a patch (D53 I think) that improves its performance. The "long-range pathfinder", AKA the A* JPS pathfinder, is pretty well optimised (aka making it much faster would take too much work). It can create a path from navcell A to navcell B using the rasterised map of the obstruction manager - so no unit avoidance here. The "short-range pathfinder", aka the vertex pathfinder, aka a graph pathfinder, is used to walk around units. It's triggered by unitMotion when getting stuck in some special circumstances. It creates on-demand an exact map of all units and A* on that. Nothing is threaded right now but two things are 'easily' threaded: the long and short paths computations. These are currently done between turns, and could be parallelised. Doing it _super_ safely would mean rewriting some stuff, doing it kinda dangerously is very easy and I have a patch for it on Phabricator somewhere. I also have (this one indeed very WIP) patch for unit-pushing, which removes most of the need for the short-range pathfinder (it's still useful to keep around for stuff such as finding your way around a resource). The short-range pathfinder might be optimised for the common-is case of several units close together since we could reuse the graphs across computations if those are in the same region - but it's not trivial to do correctly. The other patches are pretty much finished and ready to merge, they just need some review and some more testing.
    3 points
  4. Yay I got some screenshots of a new map that will show up in the next version, taking place on the beaches of Lanayru
    2 points
  5. I guess TBS have more chanses to survive unlike RTS, because RTS is PC-only genre and it`s to hard to imagine StarCraft II gameplay on smartphones. All RTS have one GREAT problem - many of units cause FPS falling. C&C with no unit limits, SupCom with 2GB RAM lock, AoE, Grey Goo - all this games can`t cope with lots of textures at small area. So I decide to begin slowly leave RTS world replacing them on TBS like Armello, Battle for Wesnoth etc. I think, all RTS should have limits for every graphic objects: buildings, units like it was at Star/WarCraft. Only resources can be limitless like AoE relicts or gold from caravans.
    1 point
  6. Yes there was one. I think it was part of the heightmaps that got removed due to legal issues, but this one along with Howe Sound didn't get back probably because the settings was too irrealistic or something like that.
    1 point
  7. At the moment I don't have a Github repository, but will likely start one in the future when finishing the Teutonic Order Faction and the game play design.
    1 point
  8. Yes. Such big changes require a really precise and careful review, especially of threading + C++. I already see few suspicious places.
    1 point
  9. If you need someone to test it on Windows let me know. Also try to fix that tabs to spaces whitespace changes. Makes it harder to read diffs. Thanks for working on it.
    1 point
  10. Everything is simpler: you're building debug, but running release. To run debug you need to run the pyrogenesis_dbg
    1 point
  11. see what you can on this crashlog.txt interestinglog.html mainlog.html oos_dump.dat oos_dump.txt
    1 point
  12. @Genava55, I really enjoyed watching Keralis play and listening to his commentaries in ep.01 and 02. Surprisingly entertaining. I was thinking about posting it myself... Just saw that ep.03 is out, so I'm watching that tonight . The game looks really interesting. I like the slower pace. Like a more organic stone age banished. Lovely details. Lovely amount of depth. It would be a bit much for 0AD, but I don't think we should be shy to take some inspiration from it nonetheless. I like the naturally replenishing wildlife, and natural population growth combined with new arrivals. Seasonal farming. Options... The tech tree was nice too, and the minimalistic UI is nice. Pretty graphics as well. Needs a mini-map though.
    1 point
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