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Showing content with the highest reputation on 2013-05-04 in all areas

  1. You should really try playing the game
    3 points
  2. Trying to define the structures direction with the first concepts like we did with mauryan ones and gather some feedback. These are WIP concept structures, nothing is finished or final. First some CC concepts: And these are the old ones, which I think the only one that could be used is the fortress concept (temple would be probably greek) Non-fancy structures concepts coming soon. I would like to base some of them in LordGood concepts, he made several good ones in a screenshot somewhere in the forum.
    2 points
  3. Hey guys, haven't been active for a few years, but I've been tweaking around with the pyrogenesis source lately and made some performance improvements: Removed CFixed<> and replaced it with float. All fixed::IsZero checks replaced with ::IsEpsilon(float). This accounts for float imprecision in some cases and removes thousands of conversions from CFixed -> float and float -> CFixed. Improves overall performance by ~20%. Replaced boost::unordered_map<key, value> with std::unordered_map<key, value>. Implemented std::hash<> for the required keys. This gave only a smal
    1 point
  4. Sorry to stray off topic, but perhaps this should be put in a different sub-forum like off-topic discussions. It isn't really a whole lot about in game material and would be more appropriate I think.
    1 point
  5. That's not what CStrIntern is for - it's just for fast string comparisons and copies, since string equality is simply pointer equality. In particular it's for cases where you might expect to use enums, but you want to let data files define new values too and don't want the hassle of maintaining some centralised definition of every possible value, so you use strings and convert them at load-time into some unique identifier (which happens to point to the character data). Memory usage is not a concern at all, since it's only used for a few short strings. (It should certainly never be used for UI
    1 point
  6. I'd like to be able to turn all graphically irritating and distracting stuff off to get the most possible space for information and interactive UI. Don't get me wrong, I like the style! But for me this projects value is the game and it's usability. Focusing more on graphics means focusing less on playability and usability.
    1 point
  7. I don't think you understand why this topic was locked in the first place... but, besides that, this a very good example of biased opinion! Let the others decide who the barbarian is amongst us. Anyway, call me a barbarian if you wish. I'll gladly be one, if the credit for building the Gothic Cathedrals came to me
    1 point
  8. Er... did you just say you're great and thus people hate you? Not to mention insulting Amish at the same time. At least your derogatory isn't undercurrent, it's right out there in the open.... Anyway, I'd say the most influential civilization was Israel. They affected the histories of the Egyptians, Persians, and Seleucids, as well as being a great nation of their own for a while. But probably the most important part was that Judaism is the basis of Christianity (Jesus was Jewish, after all). Christian monks preserved knowledge during the (not quite so) "Dark Ages", Christian scientists like N
    1 point
  9. I was curious about this. Actually, the code of the pathfinder points to the "points of visibility" article in GPG. As I had that lying around I had a look, and the article specifically says that POV is a reasonable choice if you have 3D with few dynamic obstacles. For RTS it suggests a rectangular Grid approach. I think its also meant to have the edges precomputed instead of on the fly? If I look at the code, seeing edges between passability classes, edges between obstruction squares, a sort for every open vertex etc. I'm wondering if this is actually much faster than simply searching the squ
    1 point
  10. I haven't prepared anything that's worthy of a progress update, however here's a small over-the-top graphic made for fun -
    1 point
  11. Yes, though MyGUI for Ogre3D is a very good implementation and I doubt we should use our own. Those folders would probably disappear entirely, replaced by Ogre3D. Ogre3D has a collada plugin. So no changes there. Yes, this is the main part where the integration would occur. This is the brigdge between modules: [simulation] <-> [ps engine] <-> [ps graphics]. Luckily it means that graphics can be replaced with changes to [ps engine]. Ogre3D has a very mature maths library. I already replaced the ps maths vectors with: Vector2, Vector3 and Vector4 (had to roll my custom implementa
    1 point
  12. Putting this here: I've added the ability to select items in dropdown menus by typing stuff with the keyboard (open the map menu, type "lorr", it gives you Lorraine plains"). I feel like it'd be nice to have, I'll post a patch when I get back home.
    1 point
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