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Stan`

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

  1. Yeah we have some issues when many units are moving. It's weird you have so low performance though.
  2. Yep definitely looks like the Fedora crash https://trac.wildfiregames.com/ticket/5349
  3. What about organizing a contest ? This year's twist: Using @Bigtiger's asset to make the most beautiful map.
  4. I believe that's the joke, with a little not of sarcasm
  5. At least for GPLv2+ In GPL v1 one could release obfuscated source code and fall into the grey area.
  6. Unsignificant doesn't mean it did not exist. Well actually working on your free time is different from not being paid
  7. I think it's looking nice but still missing relief like dropshadows and whatnot
  8. Nope, I recently learnt from @elexis that @Ykkrosh got paid for a month.
  9. Campaign hasn't been implemented yet. It needs thorough research and a few features are still missing in the game. You can play competitive games online using the Multiplayer lobby. There is a ranking system there.
  10. Hey there, Welcome to the forums and glad you like the game ! Usually you can reduce the lag by reducing the map size and the population cap. Also you should host the game on the fastest of the computers The project is going alright. Stuff is getting down behind the scenes but you are right that we often don't communicate enough on that. We'd rather invest our time working on the game than doing communication. The only thing we need is time as all of us are doing it on our free time and currently no one is getting paid to do jt. Another team is working on their own on the game totally separated from us. So actually it might be twice the usual productivity in the end
  11. Can you create a differential to fix that ? This way we can add inline comments and review the changes more easily If you are using svn svn diff -x -U5000 > file.diff or git git diff -U5000 > file.diff Then upload the file there https://code.wildfiregames.com/differential/diff/create/
  12. I guess it has to do with media coverage. We are not that present on social media, events... That's also part of who we are, we do not do aggressive marketing. I know a few StarCraft Players that can't play the game because the Hotkeys put them off. Also because I haven't made a StarCraft Like (three factions, futuristic, space, two resources) mod.
  13. Hey Tom, most of us live in Europe, so GMT is a good timezone. I'm not sure I've seen you on #0ad-dev though. Let me know if you need help getting started.
  14. Thanks for the report. @Itms fixed it just now.
  15. Hey thanks for the fix. Can you submit it on code.wildfiregames.com ? @Itms
  16. Mm that sounds like a bug can you report it on our GitHub ?
  17. Yeah it was said that JS could handle 230 calls in a turn LUA 550 and c++ 8000
  18. I also read that slingers were used to slow units down. It's hard to walk when being stoned
  19. Those aren't my numbers. But yeah very different. I wonder if we would have made the switch had we chosen LUA.
  20. Language Ackermann's Function Nested Loop (16M) Hash Tables (80k) Method Calls (2M) LUA 110ms 1,462ms 1,061ms 5,397ms JavaScript 310ms 10,124ms 1,922ms 8,5552 Here is the benchmark that was done at the time. The person did not give the parameters for the Ackerman function. My browser only accept (3,11) and the lua online thingy https://www.lua.org/demo.html I used to test was like (3,8) The js was faster too.
  21. From all the resources I now read, I still have the feeling that we chose convenience over performance. LUA was better Nearly twice as fast as JavaScript Older than JavaScript (so likely to be more mature) The industry standard for games in all aspects save for Scripter's personnal tastes Syntax (People wanted the language to be more user friendly for non programmers) A special OOP paradigm using metatables JavaScript had Like LUA it matched the frontend and backend functionnality A nicer syntax closer to C OOP through prototypes and now through classes Preference from devs who weren't into LUA at all. Was supported by Mozilla
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