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tuan kuranes

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tuan kuranes last won the day on May 14 2013

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About tuan kuranes

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    Discens

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  • First Name
    Tuan
  • Last Name
    Kuranes

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    Male
  • Location
    france
  • Interests
    Simulation, 3d, Ai, Physics
  1. @Thanduel: Using memory analyzer from http://blog.makingartstudios.com/?page_id=72, run 0ad with it in debug mode , switch to "fragmentation tab" and you'll have nice memory mapping block drawings showing just that. (other tabs still interesting, should be able to spot all the recurring "allocators" code spot, and all the other memory problems)
  2. @scroogie: nothing interesting/visible yet, just separated the pathfind code in a lib, behind a facade interface. Now working on making the visualization (just grid and colored square in opengl, not very different than minimap,just with enough flexibility to handle multiples grid level like tile/vertex) this weekend, all that in a wxwidget gui (using a wxformbuilder thing). Then probably next we, I'll have to make all the changes on the pathfind lib interface in order to handle the "classic" proposed tool set for a pathfinder app. (load/save/edit, algo change, step by step/play/pause/stop/star
  3. That adds other good point for upgrading: - latest sm version will support sourcemaps (allows eaiser use of js "flavors" or any other language that can be transpiled to js) - asm.js support in future sm release (which means real faster typed vars) Both point, plus the current "c++ like" orientation of current js code could leads to either easier js code production, using transpilers like lljs (would recommend that, because it can transpile to asm.js, and handle memory C like in a very efficient way and is very strict), or just directly asm.js (but that have to wait for sm upgrade to asm.js sup
  4. Looking at actual long pathfinding rewrite patch, that would help even just there, easing the transition and work collaboration. (the patch is a lot of new files mixed with other components, lots of defines in order to keep old methods, a "b" folder, etc.). That's why I'm advocating a test app with run time selection of algo: experimenting made easy, discussing based on facts. @wraitii the crowd techniques I'm referencing, loa/rvo, does that kind of thing. and secondly, french indeed..
  5. @historic_bruno: s/should rather target/could consider... pardon my french. Short path range is the perf killer as soon as lots of entity are in the game (end of game, or a 6player game), and A*/jps is perf limited, too much computations, too much memory moves, etc. What I pointed in the crowd techniques is just the "local obstacle avoidance" (loa) parts. What's interesting is that it doesn't "comput" path, but rather "react","adjust" direction when moving to the next waypoint (those computed once from longpath) on a very low range, and only if there's a obstacle (does nothing if not), handlin
  6. For short "pathfinding", where perofrmance is the most lacking, specially with lots of moving units, we should rather target "crowd" tehcniques. Those technique evolve around "collision/obstacle avoidance" techniques: Here's the most relevant papers http://gamma.cs.unc....esearch/crowds/ http://grail.cs.wash...ts/crowd-flows/ Here's an nice implementation of local obstacle avoidance and lots of post and links about it: http://digestingduck...-search-results On formation, a nice idea/feature is "formation sketching" which would give a nice "commander/strategic" capabilities http://graphics.
  7. Ok. got the point. now documented in forum why mozilla-js rather than v8. @alpha123 agree. Just want to make sure alternatives are known/considered. Docs, support & community is a big part of reliable 3rd party library, better change soon than late and having more work to do when having to upgrade... Didn't know that js code could be SpiderMonkey-specific. Perhaps "Polyfills" (like es5/es6 polyfills) could perhaps help there? Not sure about same perf, as to my understanding that mozilla-js optimisation where mostly "tracing" (spotting and optimising hot-path) and v8 were more "compilatio
  8. "parsing using regex" is a bad way top describe it, sorry. It's more a "preprocessor": you find #define, #pragma, #include. inside glsl and replace it with values, other glsl content file, etc. Here's an example of glsl include support using boost of what I meant. I do agree that real parsing and compiling is not really useful in runtime, only for offline tools like aras_p's glsl optimizer
  9. I guess that's been covered a lot(couldn't find in forum search, though), and I'm very late there, but why not V8 js engine ( https://code.google.com/p/v8/ )? There's a bigger community around than mozilla js afaik, lots of apps & docs & tutorial around (http://athile.net/library/wiki/index.php?title=Library/V8/Tutorial), nicer docs ( https://developers.google.com/v8/embed ) and also has buitltin profiler/debugging capabilities. (even gdb support https://code.google.com/p/v8/wiki/GDBJITInterface or with some work webkit/chrome dev tools like nodejs did here https://github.com/dannycoa
  10. If everyone does agree, I would propose to create small simple steps/ticket so that people know where to stand there and can start contributing without colliding ? Here's a modest proposal of tickets that could be created, in order and with dependencies: Wipe all non-shader and arb code Those could be done somewhat in parallel with each other ("somewhat" because using svn instead of git is a pain... for any merging): Get rid of all deprecated opengl immediate calls (deprecated and mandatory for openglES support), turning them in vbo calls (yes, even drawing a texture using a quad. should lead
  11. Just stopping by listing a nice article on stack allocation: http://geidav.wordpress.com/2013/03/21/anatomy-of-dynamic-stack-allocations/
  12. I think that if you carefully all project frustum corner points (including near plane corner points) on the 2D "terrain" plane, you do then get the biggest rectangle containing all frustum projected points, thus preventing any possible popping in front. In fact, it's more on the conservative case, drawing a bit more than needed. Worst case would be make non-visible terrain tiles and small object submitted to render when camera angle near FPS view, but it's a "rare" use case anyway.
  13. Thanks for the graph link. Definitely needed on wiki. Can I just at least copy/paste it there, even if not exhaustive, that help when searching for it ? In CCmpRangeManager: ExecuteQuery, ResetActiveQuery, GetEntitiesByPlayer, etc. All those methods do uses std::vector from and to js, and are called very frequently. It does show here with "very sleepy" profiler. Js related string, malloc, free are in the top calls. Not that it beats the huge "EconomyManager.prototype.buildDropsites" perf gap in aegis bot, but memory fragmentation is the reason of the overall slowdown over time of 0ad.
  14. Definitely need a discuss thread ? Here's another nice c++11 Great Three part list. Rewrite/copy webpages and scott meyers books might make it tedious to read and finally not be read, that's why I went for just listing strict "do that or do not commit" like guidelines. perhaps we can do listing + other wiki pages explaining each item. I would go guidelines + example + link to deep wiki page ?
  15. A first step would be to use current spatial for culling, just projecting 3D camera frustum on 2D terrain, and calling getrange on that. (would give much faster than doing 3D culling against all frustum planes, and letting reuse same 2D current code) Imho, perf wise, current spatial algo problems are: 1: duplicates: better have only one and only one entity in one tile, thus removing the very costly sort/uniq in getRange 2: contiguous memory: better have a single vector for the whole structure, rather than vectors of vectors. 3: getRange allocating on the heap a std::vector each time All those
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