Jump to content

Empires mobile an new rts with AoE/0AD aesthetic


Recommended Posts

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.

  • Like 1
Link to comment
Share on other sites

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

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

  • Like 3
Link to comment
Share on other sites

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

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

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 ^^

  • Like 3
Link to comment
Share on other sites

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

  • 2 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...