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Showing content with the highest reputation on 2013-09-10 in all areas

  1. We completely agree - optimization has been the top priority for a long time now and we're only just starting to make breakthroughs on that. Since 0AD is cross-platform we are somewhat limited in the amount of optimizations that can be applied and even worse, some optimizations break the game on other platforms while work without issues on others. For example, OSX OpenGL drivers fail to adhere to GLSL compilation standards, meaning we need custom code for macro preprocessing. Even worse are optimizations that speed up some machines and slow down others. Some rendering code can be adjusted to f
    2 points
  2. Max FPS probably isn't the best measure of what's going on with 0 A.D., I can get 80-100+ fps depending on the map (a few are much lower for technical reasons, e.g. lots of transparent objects like trees) and I don't have the latest greatest hardware. But in some game situations, frames take far too long, whether it's pathfinding or AI, resulting in choppiness and lag. An uneven high framerate is more annoying than a lower smooth framerate. On the other hand, when I play multiplayer games without AIs, it does tend to run far more smoothly. We will continue working on the performance, meanwhile
    2 points
  3. I see where you're coming from, but the current performance issues are not related to language or OpenGL version. The performance issues are because of code with very bad worst case performance, like CCmpRangeManager using insertion sort in a tight loop, which has W(n^2) performance - in short, it's horrible. If we concentrate on ironing out algorithmic bugs, we'll have very good performance. Garbage collector is a very bad idea for intensive real-time systems such as 0AD. I've worked on games in C# before and the GC always got in the way once the engine was sufficiently complex. Furthermore,
    1 point
  4. Hi everyone, I finally did Sanskrit translations for the first few phrases for the Mauryans. As I was not sure how to edit Sanskrit texts here, I uploaded a pdf here: http://www.scribd.com/doc/166937114/Sanskrit-Translation-for-0AD. Ummonk, I will contact you when I start with the recordings. To the people in charge of the voice recordings, what are the quality requirements in terms of bitrate, compression standard (mp3, ogg or some other lossless format)?
    1 point
  5. Very interesting to read and I'm glad the money of the previous fundraiser is being spent wisely Kudos to everyone who volunteers and also Redfox ofcourse.
    1 point
  6. Now here comes the White Horse! This is a first draft. I already have ideas to make it better, especially to give some lower relief to the horse itself, making it look a little sunk into the hill. For now, I am using a basic repeated texture, but when the hill and the horse will be shaped right, I will build a UV skin to give more character to the wonder and improve the transition between grass and white gravel. Critics, comments and Blender advices are much welcome.
    1 point
  7. #643 Thanks for reminding me of this, it would be nice to get in the next release.
    1 point
  8. Hi all, Sorry for barging in a bit late on this discussion, I did not see this until now. First a few words about where I'm coming from: I have been working as a localizer for 2 years now both professionally for proprietary software and as a hobby for Opoen Source, and I can't wait to get started translating this game into Scottish Gaelic If I may make an observation from past experience and hair-pulling: Whatever you do internally, I strongly recommend presenting translators with PO files. This is why: Access to translation memories and easy cooperation PO files allow you to use translation
    1 point
  9. That is indeed all that would be needed and maybe an other entry in the resource summary page detailing either a percentage or discrete value for each of the resource type,for those of us that are into economic stats and their effects. Enjoy the Choice
    1 point
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