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smiley

WFG Programming Team
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Posts posted by smiley

  1. Making a launcher, either in the style of steam or old school WoW would solve some of the problems preventing quick patching and fixes. Currently, updating regardless of how small or big it is, is copy and replace. However, if there are two templates changed, thats > 99% unnecessary data. Also, multiple version management may also be a good thing.

    Maybe someone reading this might want to give that a go because creating a barebones launcher with those sets of features is extremely simple. Or perhaps create a ticket and tag simple. In fact, it literally requires no changes to 0AD. Just make a simple GUI in X language that can download binaries and put them in different namespaces. `play0ad/v24/` and `play0ad/v25/` or something. Launch with writable root to prevent cache mixing I guess. If you want to make it fancy, write a content map and you could have an update process that downloads only change files. If you want even fancier, maybe consider binary diffing too.

    I am just pointing out the Minecraft launcher, so maybe look over there if thats something desirable.

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  2. On 17/12/2021 at 5:06 PM, Yekaterina said:

    The most complicated things I have done are:

    Minecraft redstone mechanics allow for digital circuits. You can build all logic gates and IIRC all kinds of flip-flops. Theoretically, you could build a CPU and a GPU that can play Minecraft within Minecraft. Maybe at 1 or so frame per day. Also, might need to remove the world border, but its possible on paper.

    I have personally built a 4-bit ALU in game. This would be the calculator Vladislav mentioned.

    This is already too much analysis for a block game.

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  3. (in professional video game development, binary assets are committed along with scripts to the same repository. It's standard procedure and the tools are specifically designed to handle that. Plastic or Perforce are pretty expensive though. There is a consideration that most professional video games are also not as code heavy as they don't usually develop engines.)

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  4. 19 hours ago, bb_ said:

    How does git-lfs work with the versioning history of binaries?

    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.

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  5. 10 hours ago, Freagarach said:

    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.

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  6. 20 hours ago, cl2488 said:

    I. Finance
    a. Can you donate money (e.g. $20, $50, etc) to the tournament prize money? 
    b. Can you help us to find sponsors?
    c. Do you know how to efficiently collect money from donators and send prize money to the players?

    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.

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  7. 3 hours ago, Lion.Kanzen said:

    there are also several battles where they drowned, as in Trebia and Trastimeno, or Maxentius on River Tiber.

    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.

  8. 11 hours ago, Gurken Khan said:

    Otherwise I don't really see them do it with their armors and weapons.

    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.

  9. 8 hours ago, Loki1950 said:

    But all that is not possible till we can allow units to walk/see the bridge mesh also tied to the pathfinder not seeing meshes either.

    Enjoy the Choice :)

    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.

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  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.

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  11. 1 hour ago, dave_k said:

    here is my attempt at listing additional features that AoE 4 has possibly copied from 0 A.D.

    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.

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  12. 1 hour ago, maroder said:

    never even heard of that..

    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.

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  13. 11 hours ago, Stan` said:

    Do we say what the hell and just use whatever is on github at the moment ?

    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. 54 minutes ago, hyperion said:

    But that probably also means older versions don't do fancy stuff which break user experience if the setting is not recognized. Are there any reported cases of green stripes bug for older versions?

    I think the bug exists elsewhere as well. And the case of green stripes was a quite recent introduction, which came from an Intel driver update at least on my machine. Its usually just a case of blurry and stretched graphics and the SDL2 window being small enough to not even fit the main menu buttons.

    Also, I looked at the old commit, and I apparently came to the conclusion of using exclusive full screen (I recall saying the game already uses it somewhere here recently, which is wrong), which bypasses windows scaling stuff completely, or using this flag which means the resolutions reported by SDL2 are actually correct.

  15. Regarding the manifest, it was and is always the intention from Microsoft, that everything be done on visual studio. When you tell premake to output solutions and project files, it's pretty nice to work with. Essentially, just tick boxes. Premake itself has all functions to setup the config.

    I am not sure the alternatives for premake are that much better to be honest, not that premake itself isn't weird.

  16. 14 minutes ago, Stan` said:

    You mean the blue tuna doesn't look like a tuna? XD

    I haven't taken a close look at it, but from an in game perspective, not really. I guess that's a bluefin but compared to human models, those are kinda out of proportion. Although, at this point, this is nothing more than nitpicking. Also might be because I see most species up close quite often so irregularities are amplified.

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