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Stan`

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

  1. Process sounds overkill, thread might be possible, but from my limited understanding you can't move on to the next turn until you have computed the hash so unless you can compute it with multiple chunks doing it in the main or in a side thread will take the same time since the main thread will have to wait for the operation to finish.
  2. @Seleucids you might also consider https://gitea.wildfiregames.com/0ad/0ad/pulls/7829
  3. They need help, PRs are welcome.
  4. With A27 you can now remove the lines from the minimap as well.
  5. Decaying causes some trouble apparently, https://gitea.wildfiregames.com/0ad/0ad/pulls/7616 that's a bit fixed by @nani's autociv since it limits the amount of corpses. There is also https://code.wildfiregames.com/D1618 which would help when many units are selected. EDIT1: A27 also supports the --with-lto flag iirc which might slightly improve performance you can also force the cxxflags with march=native and mtune=native probably O3 as well.
  6. Technically the engine could support up to 30 players https://code.wildfiregames.com/D2667 (Work on it has been stalled due to inactivity though) I expect that thirty players will only be playable with a handful of units given the current performance of 4v4 matches.
  7. Hmm those benchmarks are interesting https://programming-language-benchmarks.vercel.app/lua-vs-javascript they look a bit the same as the ones that were used to choose the language.
  8. No you sadly need to edit the xml file and set circular to false
  9. The thyreophoroi or thureophoroi (Greek: θυρεοφόροι; sg.: thureophoros/thyreophoros, θυρεοφόρος) were a type of infantry soldier, common in the 3rd to 1st centuries BC, who carried a large oval shield called a thyreos which had a type of metal strip boss and a central spine. They were armed with a long thrusting spear, javelins and a sword. They also usually wore an iron or bronze Macedonian helmet. Source: https://www.wikiwand.com/en/articles/Thyreophoroi
  10. I see. We'll do better next time Maybe we could improve the release process to better account for this.
  11. You should upload the .blend file or the mod here for help.
  12. But we integrated the community mod right ? I remember it being merged.
  13. Well that's correct we have limited resources. But if your wall is crumbling and you only have plumbers available, they won't be able to do anything. So might as well benefit from the improved plumbing.
  14. We have a fix for the fn hotkey breaking the game. What's spamming in there ?
  15. Well I cannot because of the reasons above. But thanks for the screenshots From what I can see you're showing @LordGood's portraits which I loved but we only had them for a handful of units. So it only looked good for some civs maybe 2-3 of the 14. Also I think they were not really liked at the time.
  16. You'll also get a lot of lag and a game that doesn't work on AMD CPUs. But the art thing is interesting, what do you like more? Maybe comparison screens ?
  17. Hmm strange I thought I linked the POC by wraitii for WASM. The problem is while it would speed up some of the code the bottleneck is the interrop between JS and C++ and WASM takes the same time. https://code.wildfiregames.com/D4653 I've also heard packagers complaining about LUA being a pain, not sure why (probably not worse than spidermonkey) maybe @vv221 would know.
  18. Indeed, luajit did not exist at the time. Might have some more info here too There are some gains to be had with better datastructures https://code.wildfiregames.com/D1739 and more threading => https://gitea.wildfiregames.com/0ad/0ad/issues/5874 There are about 100k loc of JS and rewriting them would be a huge undertaking (Source I tried) But there is no silver bullet the reason js is slow is that there is a lot of computations happening at the same time, iirc gathering and the attack logic were the worst offenders. You can probably find some recent js profiling in gitea. And you can run the game under perf to see hotpath, IIRC one of the thing we spend the most time is rbtree_increment which is just a std::map code. There is also the ISQRT function, which performs fixed point square root computations. (That can't be replaced easily, else the game will quickly go out of sync on many platforms) EDIT: One of the big advantages I see about JS is that a lot of people know it. Whereas lua is a niche language unless you're a gamedev. There are many JS crash courses. Lua not so much.
  19. DE has player colored hero icons IIRC.
  20. The incident is now fixed. Thank you for your understanding.
  21. Hello please look at Sorry for the inconvenience.
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