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ffffffff

Balancing Advisors
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Posts posted by ffffffff

  1. 22 minutes ago, borg- said:

    What do we already know:

    1- They are working with a large number of civilizations, and they play different from each other;

    2- We will have 4 ages, some civilizations broke this rule;

    3- Starts before aoe2, and ends in the renaissance;

    4- There are the four traditional resources, but not all civilizations collect them the same way or use them the same way;

    5- Height plays a large role, with ranged units having a bonus when firing from walls or high elevation;

    6- There are special and hero units of some sort. Mongols have Khan units for instance, and one of their special abilities is sending an eagle to scout an area;

    7- No have card system;

    8- Melee units will switch to torches when they're attacking buildings (so you won't have a knight hitting a building with his sword).

    can u translate that for me in portugese?

  2. 11 minutes ago, Stan` said:

    each component could run in threads

    thought the same. i looked in some worker threads from current code to know how to implement and how they work. i wanted to start trying to thread the current archive builder code to thread the translations happening there to see if that can be threaded as first try that would result in a gain for that when building archives for mods and stuff. then i would try to apply to the transitions of the functions being called most often when building a frame in the game. current idea from me. so need to isolate by perf measuring code the functions that do the most work. then try to thread and make the data lock that is being worked on so we get a parallel work here.

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  3. so i walked now through this thread and made the finding that i also guess is the most relevant to our 0ad performance:

    On 3/4/2019 at 8:14 PM, Alex from Intel said:

    So what I believe is going on here, is that these gaps between frames are coming from the game having to wait for the JavaScript. A couple possibilities I can think of are that you might be interfacing the two languages too often, or you might be doing computations in the JavaScript that really belong in the C++.

    is someone currently looking on that performance bottleneck on javascript computations that belong to C++? I would dive into that if someone is on it and would like to split work. So let me know

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