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Matei

WFG Retired
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Posts posted by Matei

  1. With AOEIII and Stainless Steel Studios new game coming out, will your several years old 3d engine even be relevant anymore?

    We'd like to hope so B). Most of the innovation in 3D engines is not huge changes to how the art is done or how the algorithms work but rather how many effects you can apply while still running at a decent speed. Stuff like AoE3's glow effects and even its reflective water can be added to any game with relatively little changes (I mean it would still be a few months, but it won't require a full rewrite of the engine). You can also see articles on Nvidia's website for example that explain how to achieve much crazier effects than anything yet seen in games. The limiting factor is really peoples' hardware. As you can see from the screenshots, the graphics side of 0AD is pretty functional already, and we're hoping to be able to improve it to keep up with new developments.

  2. Just a tip, if you want to learn game programming yourself, a good resource is http://gamedev.net/. Look in For Beginners there. You will probably still need to go through a few books on programming, you can't rely on just the articles there. The most important thing though is to start small and build up. Even if you find a team, unless they're excellent programmers you might want to start with a simple game, complete that to build some confidence, and then go on to the full thing. This will also give you a chance to learn about the programming, art or sound tools you might want to use, and figure out how to set up collaboration in the team.

  3. Yeah, most people don't make passwords that long :axeman:. That program you linked is quite fast on small passwords though, I was impressed. Although apparently MD5 is being found to be weaker and weaker, I just read this article for example on how they can make 2 files with the same MD5.

    BTW have you ever read The Code Book, by Simon Singh? I read it a while ago and found it pretty interesting. I think it can be found at most libraries.

  4. Unfortunately, this won't work on anyone who makes good passwords (specifically, they should be long and they shouldn't contain common phrases). Try the following on:

    F4E5205B16E625705FA71F656B132D79

    This is from the same "easy" alphabet, "abcdefghijklmnopqrstuvwxyz", the only difference is that it's random characters and 20 characters long.

    If you could truly crack MD5 (and not just specific passwords), you would get an instant PhD from several universities at once :axeman:.

    But, it's quite interesting how these programs can crack so many passwords quickly by looking at lists of words, etc.

  5. Rabbit, Sheep, Pig :) .

    The screenshot is very nice. What kind of filtering are you using for mipmapping though? I think it's not quite the highest one (GL_LINEAR_MIPMAP_LINEAR), although I may be wrong.

    And mipmapping is not something to be *that* proud of :D. You can generate mipmaps with one line when you create the texture.

  6. Multiplayer, unless you guys come up with a really really smart AI :). Multiplayer adds so much replay value, because human opponents adapt to whatever you're doing and come up with new strategies that the game designers may never have thought of. Plus, there's the social interaction from playing as a team with a friend, or, for other personality types, the satisfaction of smiting a live opponent :D.

    Since 0AD will be a web download, it should be targetted mostly at people that are quite "into" RTS games (the people who post at Heavengames for example), and these are also the people who really like multiplayer.

  7. Just change


       public UserListView getView() {
          return this.view;
      }

    to


       public View getView() {
          return this.view;
      }

    The overridden method should have the same signature as the one it overrides. Even though you return a subclass of View, you should still say you're returning a View.

    (BTW, It would actually be nicer (and still correct) if you could narrow the return type in a subclass, but Java doesn't support this yet; it could be in the future though.)

  8. Well, they would probably argue that it's compliant to some standards, just not all of them yet :lol:.

    What I want to know is why they haven't made any updates for it, except security updates. IE6 came out years ago. Surely it's not that much work to update it, when they have as many resources as they do.

  9. Yes, he did. I'll probably do what he suggested, passing a "what to call next" function and an argument to the wait functions. Then I can just have a priority queue of currently waiting scripts. This should be easier to work with than general event handlers which would have to check what the object was last trying to do and then respond appropriately.

    I actually just sent you a private message about the game :).

  10. Berrys, I think Javascript should be easy to understand, perhaps more so than the AoK scripting language. (I just figured out after learning Scheme in university that the AoK language is a variant of LISP). Look at a tutorial on Javascript for webpages for example. It's also very similar to PHP, C++, Java, C#, so anyone who's programmed before is likely to know it. I know many people who started programming with Javascript or PHP.

    DarkAngel, I have a question about how you're using the SpiderMonkey engine. I'm planning to use Javascript in a game I'm making in Java (Mozilla also provides a Java embedding of JS). However, I'm wondering how you can implement "blocking" functions in Javascript while keeping the game single-threaded. For example, in the AI code for a unit, you might have a function like fire() or walk(x, y) which you don't want to return until the unit has completed that anmiation. Same thing might be true in a complicated trigger effect. But I don't see how you can do this if all that a user-provided JS function does is call your implementation within the same thread. Have you gotten that far with the SpiderMonkey engine? If I can't find a solution, I'll probably be forced to create my own interpreter which keeps a queue of some sort of currently waiting scripts.

    One solution to my problem is to make things event-driven, so scripters can implement functions onFireComplete(), onWalkComplete(), etc. It seems very inconvenient to work with for the scripter though, for complex scripts.

  11. I use Windows XP, although I've installed Cygwin to have access to all the Linux tools. It's great for anyone who's used a Unix-like OS at school. You can even download software made for Linux and build it from Cygwin using make, and it's likely to run.

    I'm surprised few people voted Mac. I know several people with Mac laptops. Luckily, if 0AD works on Linux it will probably work on Mac too (Mac OS X is based on a Linux kernel).

  12. That looks very good. I really like the look of the buildings - better than anything in AoM or Empires. I also like the lighting effects, especially the lengthening shadows at sunset, although the sunset lighting itself does look a little bit cloudy.

    It looks almost like a different game from those first few screenshots with greeks. The graphics are much more polished.

    Why don't you mix in some dirt terrain under the buildings, though? You should show off your eyecandy skills :).

  13. AoM's was better in terms of special effects and different types of gameplay, and also in terms of "easter eggs", but AoK's was certainly pretty creative for its time. The main thing I disliked about AoM's campaign was the lack of a background story - if you look at Detailed Help on the units you see so much more interesting stuff about each one, but in the campaign it's "Hi Ajax, I'm surprised you're still alive" and then end of dialog. AoK did a lot better with the storyline. For example, I liked the Barbarossa campaign, where it turned out that the narrator was one of the main characters, and the Montezuma one, where the narrative started out as "passed down to you by Chuahtemoc, Eagle Warrior of Tenochtitlan" and ended as "passed down to you by Chuahtemoc, Emperor of Tenochtitlan". Both games unfortunately had mostly B&D scenarios, but then again, that's what the game is about and most players aren't people who play hundreds of Random Map games and thus are bored by B&D.

  14. I chose "Other". What I like usually is multiplayer scenarios with different rules from the regular game that highlight its most fun features, such as the TTF racing map for Age of Kings, Cheezy's Rogue Wars for AoM, and "Bloodsport" by TwentyOneScore.

    In single player maps I mostly like a mix of build and destroy with fixed-force battles, like Ingo van Thiel's campaigns.

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