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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. 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.
  2. That's not a bug. It's a feature. Go in the settings and deactivate "silhouettes" and they will be removed.
  3. 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".
  4. You can check updates live here: http://trac.wildfiregames.com/timeline And check the latest source there: http://trac.wildfiregames.com/browser
  5. 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.
  6. 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.
  7. 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.
  8. You can also give your computer a little boost by reducing graphic settings. In particular try running with renderactors=false.
  9. 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.
  10. I'll repeat myself, but I'm actually amazed. (well except maybe for the gravel. Don't we have a better decal texture?)
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. 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)
  17. This is looking pretty good, guys
  18. The thing is that running Aegis vs Aegis isn't that interesting. I mean I do it when I develop, my Aegis vs SVN aegis, but it's mostly to check for regressions: it's pretty easy to know how Aegis will react to any particular situation since it's all hardcoded. I personally don't have the knowledge to make an efficient enough genetic AI, and I assume it's incredibly complicated. I won't try that, but I believe in the hardcoded approach enough if we make it clever. I agree that the AI behaves a lot better in the early-game than in the later stages, this is something I intend to work on, but it'll be a slow progress, because I can't give the AI 100% of my time (both in practical terms and "thinking" terms, I just get bored sometimes). I agree that trying the AI with several different settings could work, but ultimately right now it's all subject to changing because of actual gameplay changes, so that's why I don't really think it's a good idea right now.
  19. Limited set of feature isn't good enough. All features of an AI are closely linked. You need to be able to beat it on all features. Also I'd like to say that since I arrived here, I have seen no-one start serious work on AIs. 0 A.D. is also limiting because it requires extreme flexibility.
  20. If you put in a few props behind the tent imo it'd look quite perfect.
  21. It'd look better if there was no building on the lower left, and only a free-standing tent, imo.
  22. Mmh, that sounds like it doesn't have room to place farms and just bugs out. It's Acropolis I'll assume, I'll look into this.
  23. Though tbh you can just approach this in 3 clicks with a bit of luck. Maybe we could give cleverer pathfinding to a "general" formation in an army (if we ever implement this) but otherwise it's not really worth it.
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