ray_ark Posted July 29, 2017 Share Posted July 29, 2017 (edited) Babylonian Spearman Edited July 29, 2017 by ray_ark 1 Link to comment Share on other sites More sharing options...
ray_ark Posted July 29, 2017 Share Posted July 29, 2017 also im interested in how you guys make the maps, is the 0 AD maps are a procedural map ? Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2017 Share Posted July 29, 2017 Technically speaking they are not. Skirmish maps are mostly handmade, but one can import an height map to make it faster. Random maps have a pregenerated height map in the code and the rest is procedurally generated by Is code. @FeXoR is more knowledgeable. 1 Link to comment Share on other sites More sharing options...
ray_ark Posted July 29, 2017 Share Posted July 29, 2017 54 minutes ago, stanislas69 said: Technically speaking they are not. Skirmish maps are mostly handmade, but one can import an height map to make it faster. Random maps have a pregenerated height map in the code and the rest is procedurally generated by Is code. @FeXoR is more knowledgeable. any suggestions on program to create heightmap ? currently unity doesnt have terrain editor Link to comment Share on other sites More sharing options...
ray_ark Posted July 29, 2017 Share Posted July 29, 2017 https://discord.gg/y7ydKSB >> Anyone who is interested in helping the development can enter the Developer Chat Link to comment Share on other sites More sharing options...
ray_ark Posted July 29, 2017 Share Posted July 29, 2017 Also, im interested on how you guys handle Fog of War, because current Fog of War looks really bad Link to comment Share on other sites More sharing options...
haikalizz Posted July 29, 2017 Share Posted July 29, 2017 Hi there, I'm the Lead Programmer for Empires. If you guys got any technical questions, feel free to ask me. 3 Link to comment Share on other sites More sharing options...
Itms Posted July 29, 2017 Share Posted July 29, 2017 1 hour ago, ray_ark said: Also, im interested on how you guys handle Fog of War, because current Fog of War looks really bad If you want to take a look at the code, the components that are relevant for this are RangeManager and Fogging. The former handles the fog-of-war (FoW), line-of-sight and other kind of unit ranges unrelated to the FoW; the latter handles hiding changes to buildings in the FoW. It's a complex part of the code, that needs a good number of optimizations so it doesn't become a bottleneck. Maybe our implementation is not ideal for your mobile platform target. You say it looks bad so you might actually be wondering how we render it - that's not my area of expertise but we render a FoW texture on top of everything that is inside it. The code is here: https://trac.wildfiregames.com/browser/ps/trunk/source/graphics/LOSTexture.cpp 3 Link to comment Share on other sites More sharing options...
ray_ark Posted July 29, 2017 Share Posted July 29, 2017 6 hours ago, Itms said: If you want to take a look at the code, the components that are relevant for this are RangeManager and Fogging. The former handles the fog-of-war (FoW), line-of-sight and other kind of unit ranges unrelated to the FoW; the latter handles hiding changes to buildings in the FoW. It's a complex part of the code, that needs a good number of optimizations so it doesn't become a bottleneck. Maybe our implementation is not ideal for your mobile platform target. You say it looks bad so you might actually be wondering how we render it - that's not my area of expertise but we render a FoW texture on top of everything that is inside it. The code is here: https://trac.wildfiregames.com/browser/ps/trunk/source/graphics/LOSTexture.cpp Thanks for the Detailed Explanation ltms Link to comment Share on other sites More sharing options...
ray_ark Posted July 30, 2017 Share Posted July 30, 2017 11 hours ago, Itms said: If you want to take a look at the code, the components that are relevant for this are RangeManager and Fogging. The former handles the fog-of-war (FoW), line-of-sight and other kind of unit ranges unrelated to the FoW; the latter handles hiding changes to buildings in the FoW. It's a complex part of the code, that needs a good number of optimizations so it doesn't become a bottleneck. Maybe our implementation is not ideal for your mobile platform target. You say it looks bad so you might actually be wondering how we render it - that's not my area of expertise but we render a FoW texture on top of everything that is inside it. The code is here: https://trac.wildfiregames.com/browser/ps/trunk/source/graphics/LOSTexture.cpp also, i wonder if 0 AD terrain is really circle shaped, or a square covered in circullar mask Link to comment Share on other sites More sharing options...
feneur Posted July 30, 2017 Share Posted July 30, 2017 7 hours ago, ray_ark said: also, i wonder if 0 AD terrain is really circle shaped, or a square covered in circullar mask A square masked off. 3 Link to comment Share on other sites More sharing options...
ray_ark Posted July 30, 2017 Share Posted July 30, 2017 25 minutes ago, feneur said: A square masked off. any tutorial or directions on how to do it ? Link to comment Share on other sites More sharing options...
ray_ark Posted August 1, 2017 Share Posted August 1, 2017 http://www.indiedb.com/games/project-empires-1000-bc/news/project-empires-development-update-5 Link to comment Share on other sites More sharing options...
FeXoR Posted August 3, 2017 Share Posted August 3, 2017 For random maps we use several wayt to generate terrain shape. Mainly noise, functions or iterative generation. None or our generation methods procedural but extending the iterative models te be procedural is possible. If you are more interested on how the terrain shape is stored and rendered I'm not the person who would know But in any case I think your curiosity is best satisfied by diving into the code ^^ 3 Link to comment Share on other sites More sharing options...
ray_ark Posted August 5, 2017 Share Posted August 5, 2017 On 8/4/2017 at 5:04 AM, FeXoR said: For random maps we use several wayt to generate terrain shape. Mainly noise, functions or iterative generation. None or our generation methods procedural but extending the iterative models te be procedural is possible. If you are more interested on how the terrain shape is stored and rendered I'm not the person who would know But in any case I think your curiosity is best satisfied by diving into the code ^^ where do that code is stored in the 0 AD repository ? Link to comment Share on other sites More sharing options...
Stan` Posted August 5, 2017 Share Posted August 5, 2017 In the public mod (binaries/data/mods/public/) in a file called rmgen.js. 1 Link to comment Share on other sites More sharing options...
ray_ark Posted August 5, 2017 Share Posted August 5, 2017 30 minutes ago, stanislas69 said: In the public mod (binaries/data/mods/public/) in a file called rmgen.js. thanks, will check it out Link to comment Share on other sites More sharing options...
ray_ark Posted August 5, 2017 Share Posted August 5, 2017 Need Opinions on Game Logo Link to comment Share on other sites More sharing options...
Stan` Posted August 5, 2017 Share Posted August 5, 2017 Looks good to me 1 Link to comment Share on other sites More sharing options...
ray_ark Posted October 7, 2017 Share Posted October 7, 2017 Ok, so probably people thought this game to be dead, but its not this game have changed its form and appearance and ready for release soon For the first release the playable civs will be Zapotec, Babylon, Greek, and China 2 Link to comment Share on other sites More sharing options...
ray_ark Posted October 7, 2017 Share Posted October 7, 2017 oops... Forgot the Greek 1 Link to comment Share on other sites More sharing options...
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