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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 9 minutes ago, maroder said:

    This is all that shows up in the logs - Happens e.g. for the Han Forge

    Thanks!

    9 minutes ago, maroder said:

    Sidenote: Note sure if this is expected/ intended or not, but when using the dev overlay -> render debug mode, the game crashes with vulkan enabled

    Yeah, that's intentional else the mod would be ~5 times bigger.

    • Like 1
  2. 5 hours ago, MirceaKitsune said:

    the hard limitation was the engine not yet making it possible to define light sources attached to units or map props.

    It's not the hardest part. The most time consuming part is to make the lights be accounted during rendering.

    5 hours ago, MirceaKitsune said:

    PRB would be awesome but feels more secondary by comparison: Especially for a RTS where you don't see close detail it might be less immediate.

    PBR isn't for details but for rendering consistency. With PBR an object will look well in all light conditions. Currently we have over-brighten or over-darken colors on some maps.

  3. 11 hours ago, wowgetoffyourcellphone said:

    Some guidance?

    Currently we have at least two major problems: many different materials (different only by uniform value aren't different) and many draw calls (because of complex variations).

    I also plan to release Technical Art Guide but not sure when I'll have time to finish it.

    2 hours ago, asterix said:

    you mean to look at patches by this guy https://code.wildfiregames.com/D3555 ?

    No, I mean industry standard PBR approaches.

    • Like 1
    • Thanks 1
  4. 44 minutes ago, MirceaKitsune said:

    May I bump this to ask if any progress has been made since last time? Alpha 26 was released recently: A27 is about to be upgraded from OpenGL and feature a Vulkan backend. Given the new renderer, is the way paved for allowing buildings / units / map decorations to correctly have their own lights?

    Technically it's possible but it requires art optimization.

    45 minutes ago, MirceaKitsune said:

    I feel the lack of custom light sources is the biggest relevant limitation still left in Pyrogenesis.

    I can't say it's the only biggest there is also PBR.

  5. 19 minutes ago, andy5995 said:

    On both systems I was running 0ad from an AppImage. On the desktop it worked.

    Could you run the following test program?

    #include <iostream>
     
    #include <SDL2/SDL.h>
     
    int main()
    {
        if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE))
        {
            return -1;
        }
        const int flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_VULKAN;
        SDL_Window* window = SDL_CreateWindow("vk-test", 10, 10, 512, 512, flags);
        if (window)
        {
            std::cout << "success" << std::endl;
            SDL_DestroyWindow(window);
        }
        else
        {
            std::cerr << "fail: " << SDL_GetError() << std::endl;
            return -1;
        }
        return 0;
    }

    Command to run:

    g++ -O2 --std=c++17 vk-test.cpp -o vk-test -lSDL2 -I/usr/include/SDL2 && ./vk-test

     

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