Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-05-20 in all areas

  1. for me one of the main problems of the "Livestream Pro Game Series" is that we don't have these nice graphics from @LordGood and @Stan` and all the other Graphics Developers in the live stream of @HMS-Surprise @Feldfeld @Unknown_Player and @psypherium (Alistair). Is that maybe a problem of performance with large unit amounts in game? Or is it simply a lack of good graphics card? For promoting this game this is a very sad showing off the game if we only focus on skill and tactics but the leave the ambient feeling of the graphics side behind. Maybe we can fix that somehow? If the performance is the problem I guess we have to wait for the multithread pathfinding at least. I hope there is a progress coming. Btw is there finally a graphics computing thread in progress? Or this nice new @aeonios graphics patch around @vladislavbelov? Because for the ambient feeling this is very sad if were are not gaining that. Btw the stream and the gameplay and the commentary else was really nice! Thx to everyone at that point! ( @borg- @nani @elexis @Boudica for acknowledge and all the other ) Here is the last Stream link for a quick look:
    3 points
  2. New Brittonic blacksmith's building, using @Alexandermb's Brittonic shields and in game props. Committed in rP22290. Maybe we should whitewash the Ptolemies' texture after all @LordGood
    3 points
  3. Hello @Crynux, welcome to the forums. Indeed there are a bunch of things that can be done to make the game performance better. There is a short, somewhat outdated list here https://trac.wildfiregames.com/wiki/GamePerformance You can also help by reviewing patches submitted by wraitii on Phabricator https://code.wildfiregames.com/people/revisions/3/ You can also help by identifying why https://code.wildfiregames.com/D14 is causing memory leaks. There is also a huge drop of performance when selecting units because too much data is passed https://trac.wildfiregames.com/ticket/5422 I think @echotangoecho had a few patches for that. For the AI there is that https://trac.wildfiregames.com/ticket/2618 Kind of though mostly it is old and doesn't benefit for OpenGL 3+ Optimizations The bottleneck would be the AI making a lot of pathfinder calls, hence slowing down the game. The AI is only executed 1/8th of turns. However, I believe it still eats up a lot of memory. The plan is to improve things, there are no deadlines though we hope to get @wraitii's patches in for A24 I don't think there is such a plan. The AI was made JavaScript for moddability Thanks for your interest, let me know if you have any more questions, and looking forward to seeing your contributions.
    3 points
  4. they aren't backwards, they just need to be redesigned
    3 points
  5. Hello! I recently started playing 0AD again, and I must say, it's looking good! One thing I noticed is that during game-play, in the late game, everything slows down (2 humans vs 2ai; 300 pop cap). I haven't looked at any performance metrics yet (I may here in my next game), but I'm interested in looking into and possibly working on some stuff to help speed this up. From what I've gathered, there are 2 issues (please correct me if I'm wrong): 1. The Renderer is somewhat bound by simulation. 2. In late game specifically, the AI is the main slowdown; partly due to pathfinding, and use of a single thread. With that in mind, I've looked thru some of the code, specifically the code here : https://trac.wildfiregames.com/browser/ps/trunk/source/simulation2/components/CCmpAIManager.cpp It looks like it has been partly setup to use threads, but doesn't yet? I've also read that there's some concept of moving some of the AI related JS code to C++. Anyways (I apologize if this seems a little scattered), I was wondering what the current plan is for this. I noticed there are a few performance related tickets open, and some have been worked on. Really, I'm just looking for maybe some clarification of where to go from here (specifically, if there are known problem-areas, I'd like to be aware of them before-hand, knowledge sharing on these things is important). I have some time that I could dedicate to this ... and I'm very interested in performance improvements. On a side note, with conversion of some of the JS ai code to C++, has any design or some other outline of what 'needs' to be in JS vs C++ been outlined? I think it'd be valuable to set some rules or guidelines as to how much should be available in JS. To be honest, I don't have very much experience with AI programming, but at a glance, I believe any of the heavier computations should be strictly implemented in C++. An AI should really only contain decision logic... (I haven't looked thru the Petra code yet so if this is already the case, that's awesome!). I think that's it for now. I really appreciate any pointers on this, or clarification. If anything above is dumb or obvious, please point it out ... I really only started looking into this in the past few hours ... but figured it may be worth-while to make a post, in case there's some info out there that I'm missing. Thanks in advance! Crynux
    2 points
  6. A seeding animation would be nice. Then the workers won't build a field by hammering it in the ground anymore.
    2 points
  7. Well the issue is that Mainland and Anatolian Plateau aren't exactly the prettiest maps... I don't think this will be committed, I haven't seen @aeonios around for a while now. Well if that 20% are Linux users maybe not. I believe Mesa doesn't support high GL versions... Cheers Mates, thanks for keeping the community alive ! @feneur Maybe we should post those on twitter + facebook on Sundays mornings to get more people to watch them...
    2 points
  8. @feneur Can you lift his post limit, please, I can't figure out to do it, I'm not sure I even have the rights...
    2 points
  9. Top one looks pretty Hellenic. Middle one looks Hellenistic. Bottom one looks Hallenistic/Thracian.
    2 points
  10. @wowgetoffyourcellphone What do you think of having the Agrianian peltast become more hellenized as it gets unit promotion? P E L T A S T E S A G R I A N I K O S (Agrianian peltast)
    2 points
  11. Ficus : more common species in mayan world http://www.maya-archaeology.org/FLAAR_Reports_on_Mayan_archaeology_Iconography_publications_books_articles/57_Economic-potential-for-Amate-Ficus-trees-in-Guatemala-FLAAR-Reports-Nicholas-Hellmuth.pdf there is a list of speciment of Ficus tree (oaxaca in the map.) and the rrst of Mayan World. ficus goldmanii is in many places of mesoamerica. https://en.wikipedia.org/wiki/Ficus i give the list of mayan Ficus. https://en.wikipedia.org/wiki/Ficus_insipida Ficus Padifolia. https://en.wikipedia.org/wiki/Ficus_pertusa Ficus petiolaris or Amate Amarillo(yellowish). https://es.wikipedia.org/wiki/Ficus_petiolaris Ficus pringlei S. Watson Ficus Naxima mill. this is similar that I found. Ficus Ficus Citrofolia Brosimum Alicastrum (most common in copan ruins) Ficus Segoviae same as insipida. Ficus Ficus Aurea Ficus Castilla Elastica for example from all the species of flora in Copán the top list are the following. you can see some of them inn Jurassic Park movie.
    1 point
  12. 1 point
  13. I don't think there is such a plan. The AI was made JavaScript for moddability  Afaik everything that is too performance heavy in js should be done in c++ if it doesn't hinder moddability too much.
    1 point
  14. I think we use the SDL to render the 2D UI, but I might be wrong. If we start to use cairo, we could use it to render fonts atlas depending on resolution as well see: https://github.com/StanleySweet/sdl2-text-renderer
    1 point
  15. @Crynux there is also and if you want more details on what each release was implemented (https://trac.wildfiregames.com/wiki/Changelogs)
    1 point
  16. Formation.prototype.Run = function() { let maxSpeed = 0; for (let ent of this.members) { let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) { if (maxSpeed == 0) maxSpeed = cmpUnitMotion.GetRunMultiplier(); else maxSpeed = Math.min(maxSpeed, cmpUnitMotion.GetRunMultiplier()); } } maxSpeed *= this.GetSpeedMultiplier(); <- apply formation speed multiplier this.speed = maxSpeed * this.minSpeed; <- this.minSpeed is minimal walking speed of formation this.running = true; let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); cmpUnitMotion.SetSpeedMultiplier(this.speed); } I use something like this
    1 point
  17. Thanks for the replies! I just read into 5422, interesting problem there. I haven't looked into the GUI code yet, besides just looking at the session.xml... but, am I correct in the assumption that there isn't any kind of 'caching', or 'GUI State'? My initial thoughts would be that a GUI would be built using layers. So for example, all the panel backgrounds would be one layer - then other objects (buttons, text, etc) could be rendered on top of that. A jump from 3500 calls to 12000 is quite a few. On a side note - maybe the GUI is best done on a separate thread? I read elsewhere that the simulation is supposed to be deterministic ... but the GUI can act in response to the simulation. So instead of having it lag everything when there's a selection, it could just have a 'Update' message (for lack of a better term) posted to it, making it update independently of everything else. Tooltips (in my very non-familiar-limited view), could be on a separate layer, since they seem to be the most 'dynamic' of the GUI renderings. So for example in a unit selection, you draw all the UI bits once, save the result to a buffer somewhere, where on each tick that buffer is drawn to screen, and the tooltop layer could be rendered on top of that, without having to redo the whole thing. So the result would be: Background layer; containing any panel backgrounds Display layer; containing buttons, text, etc Tooltop layer; containing only the tooltop Again, I apologize if this is all obvious (or already done), I'm just kind-of thinking out-loud here. One last thought -- is there a reason for using OpenGL to render the 2d GUI? My thought would be that something geared toward 2d rendering may be a better solution; like using Cairo or something for offscreen GUI rendering, and then OpenGL could just take the result and plop it in-view. Thanks!
    1 point
  18. Already done, i've been working in some animations and took as example gathering ones (Mostly for recover the practice of bodie animations to start working on this) i have also a Log chopping animation, a new woodcutting, and a foraging/gathering meat. Also, got a stone trowing animation for @wowgetoffyourcellphone made in the file, same as he explained Gather stone from the floor and throw it.
    1 point
  19. Yes there is progress being made. Well not really this is mostly C++ changes which can't be bundled in a mod. Depending on your computer specs though, the new art might slow the game for you.
    1 point
  20. If the lag was fixed this game would be as good as the best RTS games out there. As it is I have to stick with smaller and more open map types, which really limits how much I play it. Is progress being made on fixing the lag? Is there anything a modded can do to affect it?
    1 point
  21. 5422 is actually unrelated to the GetEntityData thing. It is caused by the GUI renderer issuing lots of OpenGL calls for every GUI element (I think it goes from 3500 calls at the start of the game with nothing selected to 12000 with a single citizen soldier selected, just because of the buttons) I can't check the exact numbers right now. The JS code that keeps the buttons updated and runs once per turn was also a tad too slow, and was causing frame pacing problems.
    1 point
  22. Imho versions older than, lets say, X (eg 10 years) should be just left behind. It doesn't make sense to have a game in alpha stage and already giving legacy support. (People who lack the new GL features still can play older version of the game)
    1 point
  23. Productivity is a concept engraved in our minds by our corporate shills overlords to make us work more for that next quarter earnings report. /s
    1 point
  24. work, work, work, fun, fun, fun, fun, fun, fun, fun, dead.
    1 point
  25. @Alexandermb let me know how I can help. I don't know about @LordGood but I think this should be fixed for A24 and highpriority. The art shouldn't make the game crash even in debug mode.
    1 point
  26. Hi, I think the main performance bottleneck is not the AI but the pathfinding (which is for all units, AI or human). Maybe take a look here: https://wildfiregames.com/forum/index.php?/topic/25964-code-files-pathfinding/
    1 point
  27. ah well, Enrique may have taken them out, he heavily edited the slinger animation too to fit in with the increasingly quickened attack speeds, something I feel needs to be changed sooner rather than later
    1 point
  28. Living in the Far eastern side of the World, whenever I am here, I could only spot those who tend to do an all-nighter. I tend to slack once in a while and get lost in a state of unimaginable stagnation haha, sometimes it just take a couple of days, worst it could happen for a month or two, or even more. But I make sure that I return and visit my motivation graveyard/attic, remove the dust on my old projects which I have left behind and work on them again. Going outside also works for me. A simple walk or jog in the morning or a night out with some friends. I tend to get more stressed when i overwork myself, not sure if this also apply to others. This is why I always motivate people to not overwork themselves and enjoy the different things around them once in a while.
    1 point
  29. cut off sugar, sweets, they make you lazy af eat more meat buy coffeine pills and take them daily start exercising in home listen to music 24/7 when in home for dopamine increase, unless youre reading something eg reading complex stuff about programming work on your projects while listening to music cut off socialmedia, youtube,reddit,forums,games, TV, xbox, every pleasure form. if u dont cut it in 100% it may be hard to stay on track what u want to achieve? i cant be productive unless i believe in my aim. i wont learn a language unless i want to code an interesting application that will make ton of money and bring me fame in my belief. mindlessly creating simple things like calculators make no sense because you will give up sooner or later due to boredoom and zero satisfaction. You need idea for application/product, then choose correct means/programming language/anything with certain criteria,then do it
    1 point
  30. Here is the video link: Here is the replay: 2019-05-19_0005.zip
    1 point
  31. I think special attacks should rather be handled by allowing multiple attacks. Abilities I'll get back to someday I guess. I've had new ideas.
    1 point
  32. What balance is about: - Put a ball on that curve, find the balance. You have one hour. - Tomorrow, same exercise, the curve will change somewhere.
    1 point
×
×
  • Create New...