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Everything posted by vladislavbelov
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Both these ways are compatible and difference of mechanics isn't big. And don't need change something in engine to balance game. You could change units/building/etc settings to setup the balance as you want. Perhaps, you need give more detailed suggestions instead of volumetric discussion.
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We had discussed with sanderd17 yesterday at IRC, that we can't show how much work translator did. So I have created the small tool to take statistics from transifex. And fcxSanya suggested to share the tool on the forum. Link: https://github.com/vladislavbelov/transifex-stats/ Usage: python transifex-stats.py -i 0ad -u vladislavbelov -l ru This command produce file with next content: http://pastebin.com/jbW6xQTW Instead of vladislavbelov & ru you could paste your username on the transifex and language code.
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Cinematic Camera is in progress, I will post another video very soon, currently first part of the cinematic is under review.
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A look at GTA 5 graphics rendering.
vladislavbelov replied to wraitii's topic in Game Development & Technical Discussion
About LOD: you can rotate your camera, so you can see objects which are near and far. And with lot of trees it's really slower. And it's not hard work for artists, because we need lower poly than we have now. So most of 3D programs can do this with few click, and some from console. You don't need to use glDrawInstanced or smth like that to do instancing, there are few techniques to draw copies of one object (not so fast as opengl 3.1, but faster than now). -
A look at GTA 5 graphics rendering.
vladislavbelov replied to wraitii's topic in Game Development & Technical Discussion
Cool articles Yeah, there are some cool algorithms for visualization in GTA 5. And in my opinion, it's not hard to implement dynamic SSAO or Cascaded Shadow Mapping in 0 AD, even ocean. But I think, LOD & Good Instancing is most needed at current moment for perfomance. -
WIP Cinematic camera
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Deja vu -
WIP Cinematic camera
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
I think it needs good scenario of trailer or intro -
Pathfinder algorithms description
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Use that for description: https://github.com/na-Itms/0ad/blob/docs/docs/pathfinder.tex, and svn for sources. -
WIP Cinematic camera
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
A lot of code is overwritten only in CinemaManager, and just small fixes are in math splines. So yes, there is old code, which works. But you will can to see code later. -
WIP Cinematic camera
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
I have implemented mode, where camera look at target, which is moving by self path. In xml it looks like: <Node time="4.0"> <Position x="467.20" y="40.87" z="887.26"/> <Target x="30" y="-45" z="0"/></Node>Instead of rotation. And target path is interpolated too. But the old way to rotate camera is on video. -
Hi everyone, I'm trying to improve cinematic camera code. I think the adding cutscenes in scenarios maps makes them more exciting. After trompetin17 AtlasUI2 merging, you can find patch with UI tool at #3301. Cutscene starts when path has added to playlist from map triggers, and after every path end triggers are receiving an event: which path was ended. I want to share with you for some results. Example of camera movement: And camera path for that: UPDATE0 Camera movement with target movement:
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Formation is very interesting moment of the game. It gives to battles more epic view. And I think, formations should easy to be controlled. In particular, what's about selection? Is not better to select all formation by one unit?
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You can look this: http://wildfiregames.com/forum/index.php?showtopic=19218
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Pathfinder algorithms description
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
So, public svn repository miss branch with new path finder? I'm clonning while repository from github. How it works with big number of unit in one place? -
Pathfinder algorithms description
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Thank you. It's nice to hear. Was this version of pathfinder in 18 build? -
Position: Gameplay & Graphics Programmer (Maybe AI) Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yep Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes, of course Name: Vladislav Belov Email: thebvog (at) gmail (dot) com Location: Eastern Europe/Russia (UTC+3) Availability: I can spend on average 11 hours in week Age: 21 Occupation: Student & teacher Skills and Experience: I have started programming and learning algorithms since I was 13 years old. I'm interesting in a procedurally generated content, data mining, graphics or gameplay programming. Most used instruments & languages & platforms by me: C++/Python/Javascript + OpenGL/OpenCV/SDL + Linux/Windows. My projects: - The Project: Shining Star - Space RTS - PGPlanet - lib to procedurally generate planet landscape and render it, source not yet open. - PTestgen - lib to generate tests for science or students testing (using if acm.kpfu.ru for programming contests) - other projects related to the research activities. I also teach students to algorithms and create programming contests of our university. Motivation: I enjoy solving problems of programming, algorithms and etc. Personality: Serious, creative, and of course, optimistic guy. Short Essay: I like RTS and I try to follow the news in this area. But I have learned about 0 AD only about 2 years ago and I liked this project. It is the successor of of Age of Empires, but much better. The game is still in development, there are issues and bugs. And I would like to help solve them, contribute to the community of 0 AD, and develop the game further. Interests and Hobbies: Cycle racing, art, drums. Staff: Unfortunately no. Community: gamedev.org/gamedev.ru most interestring for me, but many good articles about algorithms and technologies are divided between personal blogs. Favorite Game: Many of them, but short list of most favorite: - American Conquest & Cossacks series - TES series - Freeciv - Mafia: The City of Lost Heaven - Age Of Empires series - Battlefield series - S.T.A.L.K.E.R series Work Examples: The Project: Shining Star - Space Procedurally Generated RTS (http://www.desura.com/company/0-planet/news/pre-alpha-space-strategy-game), work in progress, beta will be released over autumn 2015.