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fabio

WFG Programming Team
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Posts posted by fabio

  1. The mod files should be zip. IIRC they are however generated with no compression, this to be better compressible in the 0ad installer. So it would make be nice to make mods using zip compression. (No idea if this is already done, didn't check).

  2. 3 years old stats about OpenGL versions here: http://feedback.wildfiregames.com/report/opengl/feature/GL_VERSION

    Only about 4% users with OpenGL < 2, surely a lot less by now (and likely with the game lagging or even unplayable anyway).

    As discussed elsewhere recently, dropping OpenGL < 2 was anyway already approved 6 years ago, just never done (probably due to myconid developer disappearing):

    So, if you are motivated, you are free to propose something. :)

    Also somewhat related: https://trac.wildfiregames.com/wiki/GraphicsFeatureStatus

    About OpenGL 4, you may even consider Vulkan as an alternative with similar card support, no idea how it's worth however.

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  3. I find annoying that the map choice in the game setup is under the civ choice. The player should be supposed to select his options starting from the top of the screen, like when you read a page in the browser or in a book, so the map selection should be done before selecting civilizations. The map preview is also inconsistent being before the map selection. Also when you change the map the civilization are partially reset and you have to check them again.

    I always find this arrangement a bit weird from the usability point of view.

    Ideally the map selection should be the first possible selection starting from top left, with the map preview next to it. Then all other options may follow.

    I know however it is not so easy to do, for example the civ selections requires space for up to 8 row and it fit nice before the map preview.

    It would be nice to find a proper way to improve on this.

  4. 16 minutes ago, Lion.Kanzen said:

    Is that good as DirectX?

    From the Wikipedia Vulkan page, already linked above:

    Compared with OpenGL and Direct3D 11, and like Direct3D 12 and Metal, Vulkan is intended to offer higher performance and more balanced CPU/GPU usage. Other major differences from Direct3D 11 (and prior) and OpenGL are Vulkan being a considerably lower level API and offering parallel tasking. In addition to its lower CPU usage, Vulkan is also able to better distribute work amongst multiple CPU cores.

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