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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Thanks I sent them a message for attribution.
  2. That works pretty well with clang and GCC. The game is about twice as fast on linux because of it. But sometimes they fail as well. In our case we use the intrisics function instead to make the code more readable. Also we have to be weary of platform support e.g arm doesn't have sse instructions they use neon.
  3. Hey, Thanks a lot for the coding offer! For the technical part, while I understand most of it I'll let @wraitii and @vladislavbelov tell you whether it's a good idea or even applicable to the current architecture. Yes the threading patch for the pathfinder is still open, and there is still a long way in optimizing it. https://code.wildfiregames.com/D14 (Pathfinder Threading) We might need a thread pool for this and to rethink our entire usage of threads. https://trac.wildfiregames.com/ticket/3290(Enabling the JPS cache for the pathfinder) https://trac.wildfiregames.com/wiki/GSOC_Ideas (Some ideas for C++projects) We recently merged https://code.wildfiregames.com/D2848 for which you might have some interesting suggestions. First I think you need to familiarize yourself with the contribution process. I'd suggest you to get the source code and trying hacking it around. See wiki:BuildInstructions Then I'd suggest you'd look into the contribution process wiki:SubmittingPatches as it might be a bit surprising to you, namingly the usage of Phabricator wiki:Phabricator If you're interested in SIMD as well, we had some trouble with MSVC doing a crappy job at vectorizing so we have patch like this one lying around D2857 and that forces us to keep some code as depicted in https://code.wildfiregames.com/D3212 It's one of the special maps where there are triggers. @FeXoR or @Freagarach might be able to do more about it. Please feel free to reach out to me, or to us on irc #0ad-dev channel. You seem to be on a different timezone, but we read the logs at irclogs.wildfiregames.com/ so you can ask your questions there and we'll respond when we can.
  4. If you feel like you can drop by IRC to get the specifics. We use C++ for the engine (Graphics, Pathfinding, Audio and some simulation components, and Javascript for AI, procedural map generation and the rest of the simulation) I also gave an interview here https://mdco2.mini.debconf.org/talks/16-0-ad-empires-ascendant-a-floss-game/
  5. a) Have you tried the CeaseFire option? It's different but end result is the same. c) You can use the diplomacy window to do this?
  6. @Genava55 do you have a specific name for the Carnyx player?
  7. When installing visual studio you need to check a checkbox about XP
  8. You need to install the XP Toolset.
  9. You're welcome! Have fun with the game.
  10. What version of visual studio do you have ? Did you install the correct toolset ?
  11. @wraitii It seems his second save is corrupted and breaks the whole game (happens wirh A24 too) any idea why? @Max Mustermann just delete the second file and you should be able to load and save again
  12. Mmmmh. The crashlog.dmp is crashlog.txt report a different error. The former says it's the GLSL bug, but the crashlog.txt returns a way different error. (A much scary one too) Could you attach the savegames (Sorry for the delay between answers) I need to reproduce it locally
  13. Hey can you try disabling GLSL and postprocessing in the game options?
  14. Where was this when I made the briton wonder. What about the timeframe? It seems really roman
  15. The plan was to add the log guys as well. But I needed @Alexandermb to reduce the oversized log first, as he has all the files.
  16. We'd need someone to port it to Phabricator. I do not think @vladislavbelov ever did.
  17. I was thinking of making them accessible in @coworotel s mod instead ?
  18. Hyrule went for Full HD only and now they have to teach everyone how to change their gui.scale
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