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hex539

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  • First Name
    Robin
  • Last Name
    Lee

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  • MSN
    hex539@live.co.uk
  • Website URL
    http://www.robin-lee.org/ (unfinished)

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  • Location
    Nottingham, UK
  • Interests
    skateboarding; kayaking; athletics;<br /><br />and, um, spending my time coding with my one good hand when I'm healing up from all of the other stuff.

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  1. Multithreading could work well with AI (branching every, say, 16 actors off into their own thread), which is a bottleneck on bigger scenes, but it's very hard to retroactively integrate parallelization into a project born before multithreading became popular. Maybe this will happen once the 0AD gets to 'feature-complete' and 'fully playable' stages, but for now I think most people are more interested in being able to play the game at all than play it fast
  2. Probably. There's a thread related to that here: http://www.wildfiregames.com/forum/index.php?showtopic=12998
  3. Yeah, I'm seeing it now. I guess I just didn't put the lighting settings on right. I see what you mean about the culling too. Having had a quick peek using the command you suggested, is it the case that hills are using shadow volumes whilst everything else uses shadow maps? (If I have any more development questions, I will ask in the appropriate forum- this was supposed to be an introduction thread )
  4. The current code displays the water as very transparent, whereas the fancy code draws it nearly opaque; I have corrected this in the patch I am submitting right now, so the only differences are slight changes in hue (although because of reflections they can never be identical). Cube-mapped water (using the skybox as the cubemap) might be a good way to go with this, since then the results will look almost exactly the same excluding refractions and object reflections. About the terrain shadowing: What I meant was the physical map grid casting shadows onto itself- which I'm not seeing any evidence of. It might just be the system I'm on, however (MSI CR500, 1.9GHz*2, 3GB RAM, Geforce 8200M), but I haven't seen what I'm talking about in any of the screenshots either.
  5. Aha thanks, I did look at those pages but I skimmed them and didn't notice that link near the bottom of the former. I'll clean up my code then send a patch to be reviewed. On a side note, I know I'm a little late to the bandwagon here (9 years, to be precise) but I have to congratulate you guys for the work you've done here. In its current state, this is looking way better engineered than a lot of the commercial RTSes out there and the fact that it's OSS makes that twice as sweet. </ramble> I'll see about uploading my first diff now, thanks for the pointers.
  6. Hi all, name's Robin. I heard about this project earlier today through Phoronix and it sounds really interesting. I'd like to get involved in the development side of things, as I have quite a bit of experience in graphics programming (some in AI, too, but not enough to be of assistance I think). I've cloned the SVN and it all looks very easy-to-follow- although I've only been looking at the terrain and water rendering sections so far. I wrote some small improvements to the fresnel calculations for non-fancy water, including calculating them per-vertex instead of as a constant value, as a little test to myself, and I wondered if anyone would be interested in them? And if so, how may I submit? Also, is anyone working on terrain self-shadowing? It looks like it's missing from an otherwise production-quality shadowing engine, and I think it would make steep inclines and cliffs look slightly less... Flat. If nobody is, and my code is deemed good enough, I'd be willing to give it a go. Thanks for any replies or sneers of disdain, Robin
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