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Everything posted by Stan`
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Well if you call a function pointer you need more time to resolve things no? Maybe it doesn't take more time in practise but it's still an extra step. Also if the setter assignation is non trivial it might affect optimizations. I suppose I need to compare assembly Maybe. I used the perf command on linux to check for such functions like this perf record 0ad/binaries/system/pyrogenesis \ -autostart="skirmishes/acropolis_bay_2p" \ -autostart-ai=1:petra \ -autostart-ai=2:petra \ -autostart-aidiff=1:5 \ -autostart-aidiff=2:5 \ -autostart-victory="conquest" then perf report You can see there which code gets the most called (doesn't mean it's slow just that it's called a lot) It's my strange sense of humor, I have heard a lot of things like this in the past ten years, and I hope you'll surprise me You can quote my comments by hovering over the text in my posts Glad to hear, I always try to help as much as I can. But you will soon be reaching my C++ limits, I'm by no mean an expert, and @wraitii and @vladislavbelov know so much more than I do. I only "fake it until I make it" which sadly can only go that far. I feel ashamed just writing it
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@feneur can you lift his post limit? @chantsepl you should able to answer Langbart's pm anyway the post limit is just there to protect from spammer.
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You're very likely using Fgod or Autociv which are not compartible as far as I am aware.
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The point is your sqrt patch doesn't seem to improve performance which probably means the performance we get from not recomputing the length is lost because the "proper" usage of getter and setters. So maybe something is wrong there ? (I'm just making assumptions I didn't try) I guess an option would be to try first without the getters and setters and then without the optimization. Also langbart tested on Mac which might yield different results because we use SSE3 there (windows is stuck with SSE2) Looking forward to seeing it Promises Promises. You can just fork it on github you know using branches I don't particularly like the idea of spread efforts but one of the goals of 0 A D. is to have fun if that suits you better then I have nothing to say. I will continue to help if I can but you might soon reach my limits.
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The reason there are both is this one. If you have a camera you don't care about precision cause it's not synchronised so we use floats. I guess that applies to most of the visuals. But units have rotations too. And those needs to be syncrhonised cause units need to face their targets to be able to shoot. So stuff in graphics/ will probably be floats while stuff in simulation2 will probably be fixed. Does that make sense ?
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Hey DanW58, Nice to see you haven't given up! The errors you get seem to me like you are not sure with there is Fixed and Floats. As you may know the game must run the same on all machines, operating systems we support because all clients compute everything (google lockstep model) Since floating point calculation are not really precise and and can change from one machine to the next we cannot rely on them to be them hence why everything that needs to be synchronised uses CFixed instead of a normal float. I suppose that when you used your macros (which might be better as templates) you didn't make that distinction? Stuff that's serialized usually needs to be a CFixed because one wants the state to be exactly the same when loading a game for instance. The state is based on what's serialized so we can compare hashes with other players. Not really actually. To understand those graphs better you need to play with the Profiler2 UI in source/tools/profiler2/ and load those two jsonP files. The colors depend on the order files are loaded here I believe green is your patch and red is vanilla. The y axis is the time it took to compute a single frame.
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Translating the scenario editor?
Stan` replied to tbleher's topic in Game Development & Technical Discussion
Hi Thomas, Welcome to the forums. I suppose adding translations to Atlas before we remove wxwidgets (which could happen only in years) sounds like a great idea! Indeed it seems we do not pull translation from it, maybe @wraitii or @Gallaecio knows why it wasn't done. Since it's done in other parts of the C++ I assume it must be possible. I'll let them answer for specifics /pointers -
I think it looks gorgeous. Could be added to @coworotel' map pack and maybe improved with A24 new flora and A25 new textures
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Still playable on my Surface 2 pro
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Observers being able to send commands.
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Yep, Will be fixed in the next version https://code.wildfiregames.com/D3013
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[localization] project languages
Stan` replied to Nescio's topic in Game Development & Technical Discussion
https://trac.wildfiregames.com/wiki/Localization/en_GB -
[localization] project languages
Stan` replied to Nescio's topic in Game Development & Technical Discussion
I'll go with en_GB then; Do you have a starting text for that page? (I can't create it without any text sadly) (I suppose I could take the other pages as example and feed that into deepL but that seems a bit lame) -
Well with only the addresses it's gonna be hard... When does the error occur? Can you attach the logs ? @oSoMoN ping
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[localization] project languages
Stan` replied to Nescio's topic in Game Development & Technical Discussion
Is that en_UK or en_GB? -
Years ago IIRC.
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https://en.wikipedia.org/wiki/SSE2
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Maybe, it's hard to say;
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No, it depends on your hardware.
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Depends on the model here is a comparison for the chariot. Right is Alpha 24. Notice it has 3 times more polygons and drawcalls.
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One could also use the rcs on releases.wildfiregames.com/rc @wraitii or me can trigger a build to update them.
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It seems the two data are not in sync. Using source/tools/profiler2/profiler2.html and loading the two replays I get this You need to make it as identical as possible. Did you set the camera to follow the same player? Did you do it at x1? According to @OptimusShepard if you change speed you mess things up. Here is @OptimusShepard's replay optimus-sayahdri-replay.zip
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What you describe sounds like texture caching which only happens on the dev version ( release versions are precached)