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maximinus-thrax

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Posts posted by maximinus-thrax

  1. ..... The first of many official persecutions against the Early Church had begun. Nero accused Christians of being enemies of the Empire (which in some cases was not untrue). The Roman historian Tactius writes this about the persecutions-

    What Tacitus wrote is famous enough, but he wrote about these events 60 years later for a 2nd century audience, and it is possible that he confuses the Christians with the Galilaeans* (the latter of which were almost unknown when he wrote). Also, the punishment did not extend outside Rome; nor were the religious tenets made punishable: you also have to wonder exactly how many Christians actually lived in Rome at such an early time - certainly not enough for Tacitus's 'immense multitide'. So I would hesitate before calling it 'the first official persecution'.

    *There were powerful Jewish interests in Nero's palace: his mistress / wife was Jewish, and the Galilaeans were more hated than the early Christians - they would have made a better scapegoat!

  2. Tonight I went through the code in /binaries/data/mods/public/simulation/componentsUnitAI.js to see what what was needed in maing the AI better (or at least having an AI).

    I see that basically a simple finite state engine has been coded (good, since that was where I was going to start anyway). It contains a few things that should be perhaps moved somewhere else (animation details, for example) but that's not a big thing.

    What I'd like to know is, before I start to tinker:

    Has there been any discussion so far on what direction to take this code, or handle the AI?

    Has anyone got any input they'd like to make anyway regarding this issue?

    And, on a more practical note:

    Is there an easy way to log some output when the game is running?

    That's all for now, more as i delve into the code more :)

  3. There is a basic unit AI that controls things like attacking nearby units, etc. but that is all. It can be found here on Windows: C:\0ad\binaries\data\mods\public\simulation\components\UnitAI.JS

    There is no player AI yet, nor any foundations for one. That all needs to be added. :)

    Thanks, I will look into it tonight. Any comments or ideas I have I will start in another thread.

  4. maximinus-thrax, make sure you compiled in Release mode (not debug) and also disable water reflections and shadow, to see if that helps.

    If not, you've got the same issue I did when I was using linux. Spent weeks trying to get it working. Eventually gave up and went and bought a Windows 7 Laptop :-P (which runs it really smoothly)

    It runs fine (80 FPS or so) when I turn off shadows, but is a dog (0.25 FPS) when I turn on shadows :)

    However, I can now actually run the code, so first thing to do tonight when I get home will be to try and play the game, or at least play with what is written right now.

    I want to, eventually, put some effort into the AI code (or, that is, maybe START the AI code). Given that, can anyone give me some history and / or information that might help me before I start to delve into the codebase? Are their specific files that I should look into to start with? Is there any base AI code at all?

  5. Hi all

    My names Chris, been programming since the 1980's, also have a love of history (not in academia, but I have read at least 150 books about the Roman Empire).

    Anyhow, I'm looking at contributing towards the code - Javascript that is - in some way. At the moment 0ad crashes for me (in Ubuntu 10.04) with a gfx driver bug (it's a known issue with my kernel), but as soon as that's sorted out I'll hopefully send in a patch or 2 for some of the easy to fix bugs.

    Hope to get to know some you better - from what I've seen, it looks like you might have a good game in the making!

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