Don Posted July 14, 2013 Report Share Posted July 14, 2013 Submitted my first patch a couple weeks ago:http://trac.wildfiregames.com/ticket/2016RedFox kindly gave me some feedback in the forum, but there are no updates on the ticket, so...(poke). Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 15, 2013 Report Share Posted July 15, 2013 Hi Don, I see that Redfox has commented on your ticket now.If you want to, you can also chat with some of the developers on the #0ad-dev IRC channel on QuakeNet most evenings. It might help get your patches reviewed faster too Quote Link to comment Share on other sites More sharing options...
scroogie Posted July 17, 2013 Report Share Posted July 17, 2013 The implementation is nice, but I think its not optimal to judge it by just looking at the code. Maybe it would be good to have a patch that actually demonstrates it. For example, CCmpRangeManager would be a good place to start, as it uses a struct EntityData, which maps nicely to your game object idea. It currently uses SpatialSubdivision, so you could easily compare it and even do benchmarks. This also shows some conventions which could maybe influence the Quadtree class, like using entity_pos_t, having a way of updating the subdivision on Motion Events and so on.tuan_kuranes also had the idea to have a common base interface for different spatial subdivision approaches. I think that sounds like a nice idea, and shouldn't be too hard to achieve. Quote Link to comment Share on other sites More sharing options...
Don Posted July 17, 2013 Author Report Share Posted July 17, 2013 Good to know. I'll have time for some work on it this weekend (road trip to California). Quote Link to comment Share on other sites More sharing options...
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