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Everything posted by fabio
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[DISCUSS] Performance Optimisations
fabio replied to k776's topic in Game Development & Technical Discussion
It looks that, after all, SpiderMonkey will get a big speed boost with the new OdinMonkey compiler (based on asm.js). It was merged for Firefox 22, so it will be also in next round of SpiderMonkey with mozjs24 (expected November 2013). EDIT: used proper link for asm.js -
[DISCUSS] Performance Optimisations
fabio replied to k776's topic in Game Development & Technical Discussion
I added the GamePerformance wiki page. Feel free to fix and improve it! -
It works now, and it's it's really fun to play ! I loose at 27' when they send me some rams. I am not a good player, I suppose that an experienced player could do much better than me. Maybe you could add a couple of other messages to please users before the first attach, something like "our spies revealed military activity at the (civ name) camp" and "our spies detected an army leaving from the (civ name) camp toward our base, they will be in our territory in (x) minutes", or something. I also have to say that performance it was good, never went down to 10 fps. It would be nice to have this integrated in the official game since it's something different and funnier to play than the usual AI.
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See also here and following posts.
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I am not able to run it, I get a lot of errors on current SVN. Put it here: $ ls trunk/binaries/data/mods/defense/ defense.zip Run with: ./0ad -mod=defense I get this:
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[DISCUSS] Performance Optimisations
fabio replied to k776's topic in Game Development & Technical Discussion
I did some test and yes, the sim interpolation improved quite a bit performance, at least when FPS is already good, with many units the bottleneck is somewhere (pathfinder) and the sim interpolation improvement become insignificant. If you read this whole thread you'll find other open tickets, there is also this one not here: http://trac.wildfire...com/ticket/1860 . There should be a performance page on wiki to have a page with updated information (I may do it if it's OK). -
Reimplementing the game GUI with HTML
fabio replied to Ykkrosh's topic in Game Development & Technical Discussion
FIFE, the engine used by Unknown Horizons, is experimenting with Fifechan and CEGUI. -
It would be nice to put the two tutorials (and possibly the defense mod which looks fun even if I still didn't try) under the campaign section (with a campaign name as something like "Tutorial"). Where they are now they are hard to notice, also other RTS put tutorials under a campaign. Eventually also adding a check (saved in local preferences) to enable the second tutorial only after the first is successfully completed (and the defense mod after finishing the second tutorial). It's not a huge difference, but it should please users .
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Found this, nice!
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There are two tutorial maps and there is also a defense mod. Other than those there is no campaign, only standard and random maps which all have a human-like AI.
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Why not what proposed here? It should even require less work.
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Maybe this is the page you are searching: http://trac.wildfire...ayFeatureStatus
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Eventually the intro could be played only the first time the game is run. Later it should be skipped, if someone want to see it again it could do with a proper menu item. This way the loading time should not be a problem.
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This is fixed in alpha13, see the ticket for more info.
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I like these two.The first one should require a embedded 2D videoplayer which is currently missing from 0 A.D. however. The latter looks nice, I'd suggest to implement it like a regular scenario replay rather than a recorded pre-rendered 2D video. Size will be much smaller (note that Linux distributions often remove or make optional from their repositories large video or music packages), also it can be updated with no effort when models and textures get updated.
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I have a question: why the AI plans some actions (advance phases, build fortress, and so on) based on time rather than on available resources? I mean the time approach could not be optimal when starting with a lot of resources (this way it could progress faster), or if natural resources are far away (slower). (Also update readme.txt with the new command line).
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Alternatively you could set up a battle scene rendered in real time using the simulation and graphic engine, but with a scripted moving camera.
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Since no one still did it, I opened a ticket myself (#1856).
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I get this build error on linux: ../../../source/simulation2/components/CCmpAIManager.cpp: In member function ‘bool CAIWorker::TryLoadSharedComponent(bool)’: ../../../source/simulation2/components/CCmpAIManager.cpp:401:7: error: ‘callConstructor’ was not declared in this scope ../../../source/simulation2/components/CCmpAIManager.cpp: At global scope: ../../../source/simulation2/components/CCmpAIManager.cpp:362:7: warning: unused parameter ‘hasTechs’ [-Wunused-parameter] make[1]: *** [obj/simulation2_Release/CCmpAIManager.o] Errore 1 make: *** [simulation2] Errore 2
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http://www.wikia.com/Video_Games