Jump to content

gameboy

Community Members
  • Posts

    1.784
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by gameboy

  1. @abio: The program steps are too complicated, this game has always been free, and unnecessarily so. Thank you!:banger::victory:dry.gif

    @Ykkrosh :The development of different resolution can be achieved according to each of the different resolutions of the mobile platform?

    The game automatically adjusts the resolution, in different mobile devices? Such as: the Galaxy S II screen resolution is 800 * 480, if the game can automatically support it (the game can automatically adjust the resolution).

    thank you!:unsure:

  2. While on the subject of performance, I grabbed some profiles showing where time is spent during the processing of a typical frame (in the default view on Oasis, with no AI etc).

    Top row: PC (Intel Core i5-2500K, 3.2GHz, 32KB L1I$, 32KB L1D$, 1MB L2$, 6MB L3$), MSVC. Vertical grey lines are 0.1ms.

    Bottom row: Samsung Galaxy S II (Exynos 4210 / ARM Cortex-A9, 1.2GHz, 32KB L1I$, 32KB L1D$, 1MB L2$), GCC (-mthumb -mcpu=cortex-a9 -mfpu=neon). Vertical grey lines are 1ms.

    android4.png

    In both cases it seems to be primarily CPU-limited, not GPU-limited. "sim interpolate" is purely on the CPU (computing model transform matrices, fog-of-war status, etc), and is about 12x slower on ARM than on Intel, which sounds plausible as the general CPU performance difference for branch-heavy code; it would probably benefit from high-level optimisations that would work the same on all platforms. "prepare models" is more like 100x slower on ARM, which I guess is because it's mostly computing skinned meshes, which is SSE-optimised on Intel; ARM would probably benefit from similar low-level optimisations (using NEON) (or using vertex shaders, maybe). So there seems to be plenty of scope for improving performance significantly, and modern Android devices could probably sustain ~30fps on more complex maps. (Improvements to pathfinding, AI, multi-core support, etc would all be needed too, but they're important for PCs anyway.)

    Very good. Hi, Ykkrosh, I would like to know if a game, Samsung Galaxy S II will bring us what kind of effect?

    In my opinion this game should support multi-core processors, not only is the PC platform, multi-core CPU for mobile platforms also need to be supported, thank you!:victory::cheers:

  3. This game should be developed into a multi-platform, it can not be selling out. Our team should (game development), but continue to develop the Android version must wait until the other platform versions of the formal launch of the multi-platform development, such as: Windows, linux version.:unsure::cheers:

    BTW:We look forward to our team to Android version an ad to continue to develop down.

    Thank you, the best game team.:drunk::victory:

  4. Nice Work, Team!:banana::victory::banana::crazy:(y):D:P

    This is great, I saw, I want to know, the game lens can zoom, the camera can zoom in?:banana::victory:

    BTW: But our team, they will continue to develop down you, I mean: they will continue to develop the Android version? I'm looking forward to the mobile version of the game, Android is a good operating system, an ad should run in Android system, thank you!:banana:

    BTW: If I compile a version of Android (How do I compile the Android version of the game, on the patch colladacache + archivebuild_fixes-02172012.patch), can run on the Samsung I9220 mobile phone or tablet this game.

    : "Note: it skips over broken DAEs, these would the trigger errors if used in the game anyway, so there's no advantage. In archiving them

    Is it true that the game does not read games archive? Or can not be archived game?

  5. Read this again guys. The porting that is going on right now is NOT about making a playable spinoff game, or anything about that. it is about cleaning up the Code. These days, as standardization is better than before, porting doesn't necessitate having to separate code trees, or quick hacks. If one does it right, (which these guys are), it means one's code will "play by the rules" better than ever, be "properly modular" (all the somewhat unsystematic #ifdef's are just an intermediary step).

    Then you guys might say, "well if the point is just cleaning up the code, isn't this an inefficient, roundabout way to that? Well if one could consistently visualize every issue that would arise porting a program, then one's code wouldn't need to be cleaned up in the first place.

    I agree with you, we should continue to develop it, our development team should work for it, our team can not give up the mobile platform, the lack of good games like this, we need this game to run on a mobile platform, please do notgive up, thank you! :flex:B)

    BTW: the game should be the development of multiple platforms, thank you!:D

  6. This game can play on Android? I think we should make this game run on the Android system, which is a great game, we need it to run on the Android system can run on the Samsung I9100 mobile phone has beena great progress, I think our development team should be efforts to make the game better able to run on the Android system, our team can not give up on the Android system support, thank you!:banger::victory::flex:

  7. oh, this is really a miracle, this game was finally able to run on a mobile platform, it can really play on this phone? I really look forward to, I have a Samsung I9220 mobile phone with a resolution of 1280 * 800it should be able to completely run the game, ha ha!

    BTW: If it really be able to play on a mobile platform.:banana::victory::drunk::cheers::D(y):P

  8. You need to understand that this is alpha software, which basically means that nothing is supposed to work nor are there any plans for when it will work or any guarantees that it ever will work. If you can't cope with a bit of lag, you shouldn't be playing it.

    @afeder: Your answer makes me feel very surprised, incredibly, I do not understand why you would answer me, thank you! :eek::sly:

    @All: Although this is only the development version, but if the AI ​​design well and seriously affect the game performance, which will allow players to lose interest in the game. Thank you!:huh:

  9. ERROR: Failed to find file: "simulation/templates/units/celt_cavalry_spearman_b.xml"

    ERROR: Failed to load entity template 'units/celt_cavalry_spearman_b'

    ERROR: Failed to find file: "simulation/templates/units/celt_cavalry_spearman_b.xml"

    ERROR: Failed to load entity template 'units/celt_cavalry_spearman_b'

    ERROR: Failed to find file: "simulation/templates/units/celt_cavalry_spearman_b.xml"

    ERROR: Failed to load entity template 'units/celt_cavalry_spearman_b'

  10. Because I made ​​to test this issue has been resolved ..

    But there are still a problem plaguing all of us, that is, the lag of the game, when the armed forces and building more and more the speed of the game become lag, which makes me unable to quickly control the army to attack enemy troops, and then the game speed increasingly lagging behind, they walk faster and lag, almost tens of seconds to move a few steps, it is very bad. this issue needs to be resolved as soon as possible, as it affects gaming performance. Thank you!:wacko:

×
×
  • Create New...