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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. I do have a custom setup using brew for most libraries, but I still use the script for some because it doesn't work otherwise. It's also a super-hack and brew is very much not nice if you're aiming at using the same versions across multiple computers as it's not always possible to access a specific version.
  2. Haven't really been able to notice so, which isn't that surprising, moving from 38 to 45. 45 onwards will have spectre mitigations which will slow it down but maybe other gains here and there.
  3. There's also some good looking work with the support of Valve https://vulkan.lunarg.com
  4. Such as https://www.khronos.org/blog/khronos-announces-the-vulkan-portability-initiative, which does have an active GitHub : https://github.com/gfx-rs/portability, though obviously it's not finished. Haven't dug much beyond that.
  5. Following the upgrade to SM45, I've been looking at profiling Spidermonkey (I've also been considering what we'd need to update to HEAD, i.e. 62, and that sounds somewhat doable) This has been a long-standing issue. We do have ways to do it, Engine.ProfileStart and Engine.ProfileStop, but they: can't use RAII so you need to call the stop before any return, which is troublesome Probably incur high performance penalty, which makes fine grained profiling difficult Can only tell you about what you expect to be slow Spidermonkey has an API to do very precise logging, the Tracelogger. There is an existing tool to analyse this but it's fairly unreadable. However, a script allows outputting things that can be easily converted into a profiler2 parsable JSON file, and then we could use Profiler2.html to read it. The problem here is that the Tracelogger is extremely fine-grained (function level), so it outputs ridiculous amounts of data in even a few seconds. There's internal API support for enabling or disabling that, but we'll have to patch the JS API to do call it ourselves. What I'm envisioning is having an Engine.JSProfileStart / Stop that enables the tracelogger output, call this in fairly high level functions (such as Timer.js::OnUpdate) and then see what this outputs.
  6. The zipped folder worked, couldn't get the pyromod detected either.
  7. Reproduced, can confirm that your mod fixes the issue.
  8. Hi, could you give your us computer specifications and which version of OSX you are using?
  9. Ships require actual pathing, planes have no collision whatsoever. This is a very different situation. Pathing on a curve is quite annoying and slow. Pathing on a realistic ship curve is extremely annoying. Also our maps are ridiculously small and ships are ridiculously big.
  10. This is a discussion we've had many times, and we don't have at the moment a coherent vision on the features we want before we stop calling it an Alpha. The list above fitted the 2010-12 vision rather well, but it requires substantial programming work to complete and may be unfinishable. Advanced Ship Movement is possibly impossible for a 0 A.D.-like game, Charging is technically very difficult, directional attack bonuses also require substantial technical changes to work correctly - unless it's entirely tied with formations, which is then a feature of its own to finish. My personal wishlist, which is mine only, is basically summed up by "Sufficiently efficient pathfinder".
  11. I agree it looks a little too blurry perhaps, but it'd be nice as a setting. It'd be nice to have a settable "low" and "high", to better simulate cloudier weather indeed.
  12. I'm planning to try and review this, in general it's better to have unreviewed patches than no patches at all of course.
  13. I think going far forward we should probably try to find a library abstracting over vulkan, metal, and other low-level stuff, and use that. Apple seems determined to never support OpenGL correctly, sadly.
  14. Some grass and some trees use alpha blending (necessary for making leaves look halfway good). This means we render them twice, and once with transparency enabled. Furthermore, the game has no real instancing (we merely sort stuff in a semi-clever way) so lag is to be expected, we start doing a looooot of draw calls. edit: btw you can disable the alpha blending somewhat easily, and you'll see that our leaves are horrible without it. There might be some trick to that, but I don't know it.
  15. Our current long-range pathfinder cannot handle paths with different walking speeds. It could be adapted, but at a performance cost that's likely to be unacceptable, sadly.
  16. Possible with https://code.wildfiregames.com/D281 iirc. Not possible, nor intended, with the upgrade code.
  17. Yes I've apparently missed something in my review, I'll try and fix it this WE.
  18. I don't think the comments necessarily need to be added to other files, tbh. They can be added to the wiki if you judge it necessary. They're accurate anyhow and their presence or absence doesn't affect other files.
  19. As done in https://code.wildfiregames.com/rP20631, we should update all gatherer actors so that they can support having idle carrying animations. This should/could be done incrementally, but in general I think a class of unit should be done across all civs at once.
  20. If it gets committed as is, it's an extremely powerful modding upgrade, probably too powerful in fact, which is why I sort of doubt its future. It can be used to do pretty much any arbitrary "stateless" thing, so you could use it to activate a magic spell, create new entities around yourself, reveal part of the map, win the game, really anything so long as you can code it in JS. Imo it's lower priority than https://code.wildfiregames.com/D1011 though, which is also really nice from a modding POV.
  21. It's entirely possible, using https://code.wildfiregames.com/D311 . You could create a new variant, containing Idle, Walk, Run animations and name it "injured_something" and call that as a variant. The problem is that you can only have one variant at a time, which can quickly multiply the number of needed animations.
  22. To be honest I don't think it's an issue to have several variants of the mesh with different rigs in the blend file. So long as the bones are the same.
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