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Everything posted by Stan`
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https://code.wildfiregames.com/D1332 Probably won't get committed though because the performance is too poor. Requires #2577 and #252
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
That's @vladislavbelov -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
Who is who? -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
Well we could use Godot Make the game a gdnative plugin and rewrite things as we go. Yeah might very likely be. I'm using what I can gather from the wiki and a few recent threads Thanks for clarifying things. a bit. -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
That would be @wraitii's domain -
Famous last words.
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
I think we use the SDL to render the 2D UI, but I might be wrong. If we start to use cairo, we could use it to render fonts atlas depending on resolution as well see: https://github.com/StanleySweet/sdl2-text-renderer -
Sure. What can you do ?
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Not sure you can choose the building animation for a specific building. The voice for building is the same than for repairing cause it's the same code.
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Yes there is progress being made. Well not really this is mostly C++ changes which can't be bundled in a mod. Depending on your computer specs though, the new art might slow the game for you.
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I never had to bake before, though I didn't use any complex drivers either. I'm currently extracting tools from buildings so they can be used as props later on.
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Should save you about 10 hours Would be nice to have a plugin to export every anim It shouldn't even be hard to write On a side note, I wanted a plugin to do the converse, to import a given actor XML file in Blender, so that we could test how it looks in Godot for Instance, since there is a direct export plugin now I started writing the script, but I don't think I'll finish it any time soon.
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Why not use the append menu in Blender and pick the actions you need ?
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Well the issue is that Mainland and Anatolian Plateau aren't exactly the prettiest maps... I don't think this will be committed, I haven't seen @aeonios around for a while now. Well if that 20% are Linux users maybe not. I believe Mesa doesn't support high GL versions... Cheers Mates, thanks for keeping the community alive ! @feneur Maybe we should post those on twitter + facebook on Sundays mornings to get more people to watch them...
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
@feneur Can you lift his post limit, please, I can't figure out to do it, I'm not sure I even have the rights... -
New Brittonic blacksmith's building, using @Alexandermb's Brittonic shields and in game props. Committed in rP22290. Maybe we should whitewash the Ptolemies' texture after all @LordGood
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@Alexandermb let me know how I can help. I don't know about @LordGood but I think this should be fixed for A24 and highpriority. The art shouldn't make the game crash even in debug mode.
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
Hello @Crynux, welcome to the forums. Indeed there are a bunch of things that can be done to make the game performance better. There is a short, somewhat outdated list here https://trac.wildfiregames.com/wiki/GamePerformance You can also help by reviewing patches submitted by wraitii on Phabricator https://code.wildfiregames.com/people/revisions/3/ You can also help by identifying why https://code.wildfiregames.com/D14 is causing memory leaks. There is also a huge drop of performance when selecting units because too much data is passed https://trac.wildfiregames.com/ticket/5422 I think @echotangoecho had a few patches for that. For the AI there is that https://trac.wildfiregames.com/ticket/2618 Kind of though mostly it is old and doesn't benefit for OpenGL 3+ Optimizations The bottleneck would be the AI making a lot of pathfinder calls, hence slowing down the game. The AI is only executed 1/8th of turns. However, I believe it still eats up a lot of memory. The plan is to improve things, there are no deadlines though we hope to get @wraitii's patches in for A24 I don't think there is such a plan. The AI was made JavaScript for moddability Thanks for your interest, let me know if you have any more questions, and looking forward to seeing your contributions. -
Running, charging, stamina and stances (with a bit of formations)
Stan` replied to Karamel's topic in General Discussion
You might want to look at the date at which this thread was created. -
It's 10x10
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This building looks a lot like the current building in the game. They have to stay in the typical 'civic center' footprint. That should be contained in a 8x8 foundation.
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Well the goal is also to reduce the size of it a bit So if I start adding massive parts it's not gonna help ^^ @Nescio
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Kay. @wowgetoffyourcellphone @Nescio Any texture currently into the game, or do I have to come up with a new one ? @Lion.Kanzen I'm not sure the comitium would be good.
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How to be productive?
Stan` replied to __najimakimoda's topic in Introductions & Off-Topic Discussion
Also these forums tend to kill my productivity