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smiley

WFG Programming Team
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Posts posted by smiley

  1. 4 hours ago, Feldfeld said:

    Yeah, I didn't do the early stop as it would imply some more checks during the algorithm but guess it's faster after all. Will change for next version.

    Can you abstract it a bit and make it part of rmgen/math.js?

    And submit a patch of course. (code.wildfiregames.com is fine by me). It can be reviewed more easily and committed (at least to the one I commit to).

  2. General comment on the flood fill algorithm.

    When testing reachability, there is no reason to not stop once a connection has been established.

    Edit: disregard the comments below. You are already using a stack it seems.

    ~~Keeping that in mind, for most cases, using a stack (the data structure) might lead to a connection being found faster than if you were using a queue.

    If you visualise your algorithm, you would see the fill expanding like a diamond (actually a square oriented diagonally). If you were using a stack, the fill would be expanding line by line. Vertical lines going across the whole area. The probability of hitting the target is much higher. Especially if the target is an area rather than a point.

    Basically, last in first out instead of first in fast out. But implementing a stack is more complex than a queue.~~

    • Like 1
  3. 53 minutes ago, Feldfeld said:

    My dream would have been to somehow be able to use the pathfinder to :
    - reject non valid generations
    - enlarge existing but small path (for better gameplay)
    - possibly paint some roads

    You don't really need the pathfinder to do that. You just need to flood fill for non mountain tileclasses and see if your two points are connected. But you have to use the underlying storage of tileclasses for optimal performance. But this should not be that slow since the N in O(N^2) would remain in acceptable values.

    For nicer mountains, I suggest using fractal generation. More specifically, subdivision generation. The concept is rather simple. Split into half, add height, repeat. The only issue might be that there just aren't enough vertices in 0ad terrain.

    Animated_fractal_mountain.gif

     

    I might have some code to throw your way which I used to generate some screenshot worthy maps with regards to more natural looking forests.Will post if I managed to find it.

    • Like 3
    • Confused 1
  4. > What is nowadays the possibility to have lightning / storms during a match?

    >> Not possible yet. @vladislavbelov worked on something but didn't release anything usable.

    I guess I should have quoted the relevant part. That was my bad.

    But yes, any plans in the graphics area of stuff going on? If I may suggest something, do what STK did and get the graphics engine of open source code and maintain it as a fork.

  5. 20 minutes ago, Stan` said:

    Well it works if that's the question :)

    With the hardware you want to support, the lack of deferred shading (or just forward+), the use of alpha preventing a reasonable deferred rendering system, and all around archaic rendering system compared to today I am really not sure if dynamic lighting "works". I guess completely ignoring shadows casted would make it simpler.

    Aproper implementation of dynamic lighting is pretty straightforward. But in this 20 year old system, it's just too much work.

    Without instancing, dynamic lights in a forward system will fry cards. So many fragments per pass. And it scales with number of lights too.

  6. On 6/8/2020 at 5:18 PM, Stan` said:

    It's up to @user1 and @elexis and the other moderators if any.

    Not honoring this request within 30 days is literally illegal per GDPR laws. A full name is personal data and the subject is within his right to erase it. The nickname is also identifiable information and he is within right to rectify it.

    "[information must be provided to the individual without delay, and at the latest, within one month of receipt of the request.]"

    Meaning that Wildfire Games is already in violation of EU GDPR since this request was filed early May. Honestly very disappointing that this was not taken care of.

    • Like 2
  7. 5 hours ago, Nescio said:

    If you would publicly share your code changes, then perhaps 0 A.D. could have the same performance increase. :)

    [Something about being mandated by law to release source and well wishes to anyone trying to merge stuff]

  8. 0AD most likely starved system memory plus swap so the Kernel sent a Kill(9) signal to the process terminating it. And yes, the Kernel only does this in the most dire of cases.

    One of these three should help figure out why. The first one is the most likely. I am not sure to be honest.
     

    dmesg -T| grep -E -i -B100 'killed process'
    
    /var/log/kern.log
    
    /var/log/messages

    Good luck fixing that.

    • Thanks 1
  9. There are solutions utilizing the current system. It offers theoretical ways to work around, but nothing practical. Not all of them involve dedicated hosting.

    > Bigger problem connected with this is that there is no way currently to punish if host of the game leaves without resigning as he is the one sending results to the servers. If he exists (without resign), closes application, kills process, shutdowns computer, disconnects from internet on purpose, there is no way how to send that results to servers.

    Both players report to Echelon in the current system.There are plenty of ways to punish the host.

    • Like 1
  10. Genie engine definitely saw upgrades. Good UI, excellent renderer. They took a while, but it probably met the mark.

    A warm color scheme is a good thing. There is a reason why movies with billion dollar budgets went for it. People like those. Its easier on the eyes and the majority, consciously or not, find it more aesthetically pleasing. Same reason why most find paintings of an autumn landscape more pleasing than a winter one (at least from what I observed, or rather what my friend who is an artist has observed).

  11. 4 hours ago, Sturm said:

    Yes. It doesn’t allow corporates to profit from the works of an irrelevant dev. Apparently, FOSS is corporate bootlicking according to this article. The same people also make a fuss when a tech giant like Google implements an abusive policy. You built the infrastructure for them, what did you expect?

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