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pyrolink

WFG Retired
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About pyrolink

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    CaptiveRenaissan
  • MSN
    ajdecker1022@msn.com
  • Website URL
    http://

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  • Location
    Minnesota, USA
  • Interests
    Programming, piano, science, math, running, soccer, fun things.

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  1. I have different emails for things like registration so that I don't get offers every day for some random crap I don't care about.
  2. How do you guys get so much spam? I never get any...
  3. Don't worry, we're working hard on gameplay too . As the game approaches playability, AI will become more developed and balanced to suit the needs and expectations of the player (and modder). Also, we have had many discussions on what needs to be done to make 0 A.D. historically accurate while keeping it fun. It won't be too long before the game is playable, and the focus can be turned to unique features that will make it definitely worth your while.
  4. 1) to know what I want to wish for 2) the first answer to #1 3) the second answer to #1
  5. Dude, that's a genius idea! Except the cyborgs would have unfair advantages like...flying, perfect accuracy, massive weapon range, kill Sarah Conner, and the whole cyborg thing in general.
  6. I would guess that instead of changing the limit, civilizations with a higher population (like you said, Rome) would have cheaper units, thus allowing faster and bigger production, but the maximum would probably stay the same. Hopefully that will be changeable though
  7. It sounds cool, but too...robotic sounding. How about "Rise of Vikings"? (omit the "the").
  8. I hate MySpace. I recently found out how many (local) people actually have MySpace accounts. The name sucks. It's not your space if you're sharing it with everyone just to be popular (which nearly everyone does). MySpace is like an excuse for a bunch of stupid people to mosh together and admire their own blandness. All everyone does at school if we go to the computer lab is check their MySpace (my brother happens to have one too >_> )
  9. Releasing two versions of 0.A.D. would likely cause confusion of what to download for many people. The open-source project would not be carried out with the vision that the designers had originally set in place, and therefore would be a completely different game. This started out as a Wildfire Games production and will end as one. That means only to be released by Wildfire Games. Open sourcing is something that may be readdressed post release. Moreover, the game is intended to be a precise and exact project in game development. Going open-source would be like throwing a grenade instead of shooting a 9 mm. Also, as quoted from Stuart (aka Acumen), "As a project, 0 A.D. is not only about creating a great RTS game. It's also about learning what can and can't be done in the world of game development." With that said, turning open-source would forfeit WFG's dream of producing a game on our own two feet and the learning experiance involved with that. 0.A.D. is designed to be modded, so once it comes out, feel free to mod to your heart's content. Rest assured we are doing everything in our power to get the game in your hands as soon as possible.
  10. Nice songs! ...not much else to say I guess
  11. Dot3 bump mapping (which uses normal maps) isn't very expensive in small scale use, but we're talking a huge terrain. It really should matter too much anyway. The tiles are very close together, and so per vertex is actually quite accurate in this case. It's not set for water either, and probably isn't even likely. (Trust me). Not only does it require more video memory and per pixel calculation, it also requires lots more calculation to set it up. I'm not BSing you by the way, I'm just trying to get it across that it can be tricky to pull off, and expensive in large scale. Imagine every vertex on the map. Lot's of data. First, take the light position, multiply it by the inverse modelview matrix, take this and subtract the current vertex which will produce the object light vector. Now we must take the inverse of the tangent space matrix (TBN->TSB) and take the dot product of each vertex's Tangent, Binormal, and Normal which will produce a scalar that will be the equivalent of the X, Y, and Z components of the tangent light vector respectively. This must be done any time the light, a vertex, or the camera moves(for the camera moving meaning rotating). Not to mention you have to calculate the Tangent, Binormal, and normal for each vertex. And then, don't forget to set up a cube map which returns normalized vectors instead of texels. Now you set up the texture environment to take the dot product of the surface (the normal map's current pixel) and the vertex's Tangent Light Vector, not to mention the excessive blending required. So....That's why we aren't going to have support for normal maps. I hope that ended the dispute.
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