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Everything posted by wraitii
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From svn
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Any chance that it's working correctly and your GC just can't handle it? edit: mmh, seems unlikely for your 610M… Edit2: I've uploaded a different patch, that fixes the issue for me and I wonder if the "#version 120" at the top could make a difference.
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I've given a look at the code. Seems like you mostly took it where I wanted but never did and fixed quite a few of the style/redundancies. I'm liking where this is going. Now I should try this in-game, but I can't see why it'd be way less efficient.
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User Interface concepts
wraitii replied to Pureon's topic in Game Development & Technical Discussion
I disagree with the "usability problem" issue. There are several ways we could show the civs of other player (one I just thought of is a ring of color, à la "xbox controller", around the civ chosen by a player). We can perfectly add some quick info on top of Mythos mockup, such as the map and its size. Also, if we implement something like "double-click on a civ makes you select it" the extra click become meaningless. -
User Interface concepts
wraitii replied to Pureon's topic in Game Development & Technical Discussion
Swap the "Random" for the group name (with the button still acting as random" and I'm all for it. -
I can't be bothered to review all the French translations so I'd be more than happy to leave it to voluntary translators. I know I've added a few (like 10 of 'em perhaps ), but that's about it. If there's some sort of specific issue that can't be decided without team input I'd be happy to help however.
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Looks fine if it's empty, to me, but I expect the full ship to be lower too. I'd put the water line somewhere around the logs/windows on the side of the hull (what are those?)
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Both were the same issue and are fixed in SVN. I've changed the behavior slightly too (it scrolls lightly now when you move over the map) but I can change that back.
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[RESOLVED] Graphical Bug (People Shown In Blue Behind Objects)
wraitii replied to untaimed18's topic in Bug reports
That's not a bug. It's a feature. Go in the settings and deactivate "silhouettes" and they will be removed. -
Advice on tracking AI bot API changes?
wraitii replied to Teiresias's topic in Game Development & Technical Discussion
That turns out to be ridiculously hard to do right now. -
I was thinking of not rendering the sky for reflections and just using the skybox, which would fix that, but i need to make a few changes first. Not sure what you mean by "map disappearing behind the skybox".
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Advice on tracking AI bot API changes?
wraitii replied to Teiresias's topic in Game Development & Technical Discussion
You can check updates live here: http://trac.wildfiregames.com/timeline And check the latest source there: http://trac.wildfiregames.com/browser -
Advice on tracking AI bot API changes?
wraitii replied to Teiresias's topic in Game Development & Technical Discussion
Note that I've removed all AIs and APIs except the latest, aegis, and tutorial bot in SVN, because it is cumbersome to maintain. It's slightly bad that breaking changes break stuff in non-obvious ways, but so far AI developers have been able to update their code accordingly and they don't happen nearly that often. -
[DISCUSS] Performance Improvements
wraitii replied to RedFox's topic in Game Development & Technical Discussion
Some parts are older than others, I've found (several references to Pentium 4 processors, but it also mentions Sandy bridge in the next paragraph…) Anyhow I'm about 70% through reading it and I'm finding it really amazing so far, particularly about optimizations that the compiler does on its own, which really highlights how clever modern compilers are. edit: there also are some assembly guidelines later on which I haven't yet looked at but might be interesting for performance critical code. -
[DISCUSS] Performance Improvements
wraitii replied to RedFox's topic in Game Development & Technical Discussion
Found a pretty comprehensive and well-written article about C++ good usage: http://www.agner.org/optimize/optimizing_cpp.pdf It's slightly old, but most of the things I've read still apply, particularly about memory. I've added it to the Wiki. -
You can also give your computer a little boost by reducing graphic settings. In particular try running with renderactors=false.
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Patañjali has the benefit of being quite unique which makes it easy to google the name, Pythagoras doesn't really help with that. Though you could say that with Osiris we haven't really picked the rarest name either.
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I'll repeat myself, but I'm actually amazed. (well except maybe for the gravel. Don't we have a better decal texture?)
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AI and ApplyEntitiesDelta
wraitii replied to agentx's topic in Game Development & Technical Discussion
ApplyEntitiesDelta also, crucially, applies the "state" changes, not only events. Stuffs like a position change, or really anything will need to be updated. Furthermore, it's shared between all AIs, so you can't really let AIs use their own version of the stuff. Querying the collection isn't actually that slow if you create a persistent entity collection. It'll sort through all entities once, and then only add/remove entities that are relevant. Perhaps you could expand a bit on what you want to do? -
Proposal: AI Tournaments
wraitii replied to agentx's topic in Game Development & Technical Discussion
Aegis doesn't actually really use state. There are some state logic, but surprisingly little, which is actually kind of why it sort of fails in the late-game, as my code isn't perfectly extensible yet. I believe that making more general-purpose code leads to a more adaptable and less gameable AI. What you've got to consider is that anything hardcoded can fail. In your example blargin, what if north of the CC is the sea? Also adding a virtual mouse is like a TON of work if you want some actual mouse-like dynamics. -
Proposal: AI Tournaments
wraitii replied to agentx's topic in Game Development & Technical Discussion
Actually AIs don't really have a mouse right now, so it'd be more like "FemaleCloseToAnimal.GatherAnmial(animal)". The "same interface but different implementation" is sort of what I'm trying to do with the AI difficulty right now (which is actually why it's not that different since it kind of requires the AI to be somewhat complete), but it's not nearly that trivial to make an AI dumber. -
Proposal: AI Tournaments
wraitii replied to agentx's topic in Game Development & Technical Discussion
Yeah, I have the same problem, which is actually very interesting (I gave a lot of thoughts on "how I decide how to affect resources".) Edge cases are everywhere with AIs. Anyway I'm not erally saying it's simple, just that if you allow yourself enough time to run the computation, it's possible to eliminate quite a few issues. -
Proposal: AI Tournaments
wraitii replied to agentx's topic in Game Development & Technical Discussion
All very good points. I want to stress the idea that it's both computationally hard and needs to be real-time: it's not really that hard to make a really good city planner. Making it work real-time is a lot harder. And this goes for most AI issues. I vaguely remember about your AI efforts, I'm not really interested unless you feel like there's something interesting, in which case you'd probably show it anyhow -
Proposal: AI Tournaments
wraitii replied to agentx's topic in Game Development & Technical Discussion
you can run that on any map, including random maps. Here's the script I'm currently using: ./pyrogenesis -quickstart -autostart="unknown_land" -autostart-ai=1:aegis -autostart-ai=2:aegis-autostart-random=25255 -autostart-civ=1:gaul -autostart-civ=2:rome You can change the civs, the random seed, the map, and even the Ai difficulty (using -autostart-aidiff=$PlayerID:$DifficultyLevel)