zoot
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Everything posted by zoot
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design [DISCUSSION] Regenerative Resources
zoot replied to quantumstate's topic in Game Development & Technical Discussion
Hopefully not the only one! -
design [DISCUSSION] Regenerative Resources
zoot replied to quantumstate's topic in Game Development & Technical Discussion
Mind your own business, little man. I wasn't talking to you. The concern is completely valid and just an extension of wraitii's point that "AI's might manage" to do the optimization. The relevant people are completely capable of evaluating whether or or not that makes "precious little difference" without your silly posturing. -
design [DISCUSSION] Regenerative Resources
zoot replied to quantumstate's topic in Game Development & Technical Discussion
The sigmoid approach seems ripe for exploitation: 1. Get the game's source code (it's freely available). 2. Hack the game a little to make it optimize resource collection automatically while you do other things. 3. ??? 4. Get a much/vastly better resource collection rate than someone not using this exploit. -
Isn't that what control groups are for?
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Nice work. Are you able to record acoustic tracks? I believe all the tracks in the game are acoustic only.
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Ah, you want to illuminate the surroundings of the fire. Yeah, I have no idea how to pull that off with the current system
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I see. And you want some fires to be non-self-illumimated? And adding an additional UV island for that is probably a nuisance?
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Hmm. Afraid I don't understand UVs well enough to comment on that. Maybe wraitii can chime in if he knows some way around it.
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No, it's seperate from AO, as far as I understand. It uses the 'specTex' map, but you need to use a material that defines "USE_SELF_LIGHT", as described in the comments here: http://trac.wildfiregames.com/wiki/MaterialFormat
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As far as I remember, 'self-illumination' or 'glow' was implemented. Was that what you tried or is that not the desired effect?
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Download the source code and begin working: http://trac.wildfiregames.com/wiki/GettingStarted Looking forward to your patch.
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This. Glad I'm not the only one who is dismayed to see tiling ruining the nice effect here
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We don't need a delta to determine how big a fraction of each frame is spent in a given API. If profilers show that 0.0001% of the time is spent in a "backwards compatible" API, while 20% of the time is spent in the pathfinder, then the pathfinder is surely a more worthwhile optimization target.
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There is nothing to suggest that this is the case. We can relatively easily "predict if a new api/standard will enhance or decrease performance" by using profilers, and seeing where computation time is actually spent, rather than just guessing. The developer in your example could have done the same.
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When it's done.
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@Norvegia: The main performance hogs has already been identified a long time ago. Compatibility was not one of them, as far as I know.
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I wouldn't overinterpret that data, though. A card can report that it supports GL2.0 while only doing so poorly. The real test will be whether the result actually looks good for the player sitting in front of the screen.
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I don't have a strong opinion either way, but I do think it is a good idea to have ARB as a fallback. It may be "old", but it is also very well-established and standardized, while every vendor seem to cook up their own semantics for GLSL. On my previous machine, for instance, everything would flicker oddly when using the GLSL renderpath, while the standard ARB one would just work and look exactly as it does for everyone else.
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If people want to install over Stream/Desura/etc, I don't see much point in not enabling them to do that. IIRC, some magazines that were not free by any description already distributed the game on CDs, which is also fine (and one of the ways Linux originally spread to consumers). As long as their EULA don't conflict with our licenses or something like that, there ought to be no issue.
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See http://www.wildfiregames.com/forum/index.php?showtopic=15503
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Certainly an improvement, but if you look at this animation: It's as if the white dots on the right do not blink at all while the dot on the left does. Is there some counter that is (erroneously?) reset due to movement of the unit, perhaps?
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Sure. I'll attach this one: https://github.com/zootzoot/0ad/compare/attack-notification (diff)
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On the combat demo map, if I attack with all units at once, it looks at if some of the white dots don't blink at all. But I'd rather not nitpick too much about it - better to get it committed and see what others say.
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It should be included in the standard build if I'm not completely mistaken. Don't know what could trigger that crash.