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smiley

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  1. Updating is as far as I know, just drop and replace with no binary diffs present as git just versions the "pointer" to it. I am fairly certain GitHub already charges for LFS if it exceeds a limit, so that's something to consider as well when binary files has long histories as I would assume all copies are kept.
  2. If a team tried making different changes to overlapping code, they would know that trunk based development, especially the model this article suggests, which is pushing to main often won't do. Instead of ugly merge graphs, you get a ugly history. Large changes take weeks and months, not 3 or 2 days. Try keeping track of all that without using branches. When I wrote patches here. I had to clutter the whole workspace with multiple patch files, and svn revert, patch apply, repeat. good luck if someone wants to run an svn match while you were working on something. Instead of branches, everyone had a dozen copies which is clearly not better. This is a strong con of svn in my opinion. Also being able to rewrite history is underrated. Along with git stash. Hosting providers are not relevant to this discussion, you change remotes and push to another place if "Company Hosting Git Repo" shut downs.
  3. If you look at the published financial reports, you would notice that with current expenses, there is no shortage of money here for the foreseeable future (partly because there isn't enough for any big expenditures). However, $1000 spent on ticket bounties may fetch more return on investment that on a tournament. $1000 spent on freelancers to create art would probably fetch better ROI. If I recall correctly, it has been sitting there for so long that inflation actually might have eaten a non-negligible amount already probably.
  4. AoE2 Tueton Campaign taught me that Frederick Barbarossa also drowned due to his armour. But medieval full body armor maybe a lot more heavier than bronze age armor, but I literally know nothing about that.
  5. How heavy were these armour? Weapons aren't really an issue. Then again, we swim with fins, which makes carrying spears and harpoons a lot easier. Based on anecdotal evidence, it's pretty plausible. Maybe biased viewpoint because everyone here knows how to swim by the time they are 6 years old.
  6. Yes it does. Probably kills your ping though.
  7. It gets worse. The pathfinder doesn't see the 3rd dimension, which presents quite a big problem when bridges involve having terrain that cannot be represented as planes. (see shallow water river and bridge above that for simple case). I guess this can be workaround by having alternate grids. But that sounds like something you should not be doing. A* itself doesn't care about grids or planes. It traverses weighted graphs. So, the proper solution would probably be implementing full 3D pathfinding. If properly done, this would even allow having non-planar terrain, such as caves, overhanging cliffs and whatnot.
  8. You definitely will because it still hasn't been fixed yet. https://code.wildfiregames.com/D1729 I am pretty sure it has been there since the map was created. I only found it in Jan 2019, and even then is close to three years ago.
  9. The compiler is smart enough to change it to Z >> 2; Regardless div and mul differs by around 6 cycles or something. Its not really an issue considering a cache miss has a higher penalty.
  10. The age franchises has a habit of making it seem like things are good looking by making them super bright and cartoony. They did it with AoE3 and now with 4 as well. What I really want is for BHG to make a new version of RoN, but that's kinda hard when BHG hasn't existed for years and the IP is back in the hands of Microsoft. Then again, maybe don't touch it again and @#$% it up.
  11. I honestly don't think so considering that 0AD has not really brought much groundbreaking innovation into the RTS genre. Aside from citizen soldiers there is a parallel to be found in prior RTS games for almost everything. Also, Holy Roman Empire has nothing to do with Romans. They just called themselves that to sound cool.
  12. It's pretty big in the game dev industry, not so much in everything else. If you have worked with any of the third party engines, you would have definitely came across those as stuff like git has no support or wonky support. Surprisingly, Unreal engine offers perforce and SVN instead of perforce and plastic as in the case with Unity. CRY has just perforce. All in all, Perforce is the git of game dev I guess. However, these are primarily designed with non-programming game devs, mostly artists, in mind. And honestly, personally, I find git to be more intuitive.
  13. Alternatively import it into perforce or plastic, both proprietary versioning systems catering to game development primarily. So, I suppose what to keep and what not to keep is the question here. I would guess ./binaries doesn't belong in source code anyhow.
  14. Not that I am a proponent of any such thing, but when I used to play, the starting sequence literally takes 1 to 2.5 seconds on average.
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