Stan` Posted May 14, 2018 Report Share Posted May 14, 2018 Ykkrosh hasn't written patch for 0AD for few years now Also wraitii seems to be busy with Pathfinder right now but he still does reviews which is nice Dont you have a lot on your plate @vladislavbelov ? 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted May 14, 2018 Report Share Posted May 14, 2018 I'm planning to try and review this, in general it's better to have unreviewed patches than no patches at all of course. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted May 14, 2018 Report Share Posted May 14, 2018 1 hour ago, stanislas69 said: Dont you have a lot on your plate @vladislavbelov ? Why? I'm working mostly on Atlas, Graphics, GUI and Renderer components. It's not so much I think Also my CS works are about a procedurally generated content and big landscape rendering. Quote Link to comment Share on other sites More sharing options...
gameboy Posted May 14, 2018 Report Share Posted May 14, 2018 It's time to implement anti-aliasing, Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 14, 2018 Report Share Posted May 14, 2018 29 minutes ago, vladislavbelov said: Why? I'm working mostly on Atlas, Graphics, GUI and Renderer components. It's not so much I think Can I have an actor viewer that doesn't take ages to load ? Can we have brushes to paint trees or other objects ? 2 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted May 14, 2018 Report Share Posted May 14, 2018 21 minutes ago, stanislas69 said: Can I have an actor viewer that doesn't take ages to load ? Can we have brushes to paint trees or other objects ? Yes, you can How long is it loading for you? The brush seems not hard to implement. Let's see after the FF. 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 14, 2018 Report Share Posted May 14, 2018 About ten seconds while it was kinda instant before this release. There is a ticket about it. The brush too. Also it's normal but it takes a big time to load all the units in delenda est. Quote Link to comment Share on other sites More sharing options...
Skhorn Posted May 14, 2018 Report Share Posted May 14, 2018 @vladislavbelov can we some button to group object in-atlas without doing the grouping templates manually? Can we save those grouped objects? Can we have an add units in other animation than idle? Sometimes mappers (not-me) make huge maps with a lot of objects, running the game becomes virtually impossible and a sure kaput, thus, whenever the mapper wants to make a little showcase of the map it has to cross-fingers and move/order units slowly to give the feel they are moving or doing something. So, what i ask, is: Can we have a units placer while on a different animation stance without having to simulate the map? Can we have a favorite list of objects? Or some sort of panel that indicates which objects are placed? Perhaps even a counter could fit well too Can we have terrain brushes with more settings and variations? Like triangles, polygons where we can add more axis Is it possible to reduce the size of the squares on the grid? Don't know if the size of each square it's used by the path-finder, but i think if each square were half the size or lesser, terrain brushes or paint brushes could allow to more or better modifications of the map, or at least it could give a smoother transition between different paint textures. Sorry don't know how to explain this very well, neither i can't make an example using atlas, neither i don't know the implications of the size of each square in the grid, don't know if it is performance or path-finder... 1 Quote Link to comment Share on other sites More sharing options...
aeonios Posted May 14, 2018 Author Report Share Posted May 14, 2018 I think you guys are misunderstanding what "soft shadows" means. In the context of graphics, 'soft shadows' means 'variable penumbra shadows'. In real life the size of a shadow's penumbra increases based on the size of the light and the distance between the shadow caster and the shadow receiver. So for example a tall tree casts a blurrier shadow than a short one: Or a giraffe's head casts a blurrier shadow than its legs do: And you can see here how the shadow smoothly becomes blurrier from the base of the tower to its top: The shadows are still sharp, but they look dramatically more realistic in terms of creating the impression of distance. 8 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 14, 2018 Report Share Posted May 14, 2018 18 minutes ago, aeonios said: The shadows are still sharp, but they look dramatically more realistic in terms of creating the impression of distance. Those do look awesome and more realistic. Thank you for clarifying. Your earlier screenshots did not convey this effect effectively, but these create a nice affect. Maybe I think it blurs slightly too much, but I'm nitpicking at this point. 2 Quote Link to comment Share on other sites More sharing options...
aeonios Posted May 14, 2018 Author Report Share Posted May 14, 2018 2 minutes ago, wowgetoffyourcellphone said: Those do look awesome and more realistic. Thank you for clarifying. Your earlier screenshots did not convey this effect effectively, but these create a nice affect. Maybe I think it blurs slightly too much, but I'm nitpicking at this point. Meh, it's difficult to get something that works well in all situations, but imo it's better to have too much than too little. Too little and unit shadows and towers don't get any penumbra at all. 1 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted May 14, 2018 Report Share Posted May 14, 2018 1 minute ago, aeonios said: Meh, it's difficult to get something that works well in all situations, but imo it's better to have too much than too little. Too little and unit shadows and towers don't get any penumbra at all. I think the reason why we need it - increasing realism of the game picture. We don't add effects for effects. If you want to make it very noticeable, you can add it for any graphic benchmark. Currently penumbra effect is too blurry in comparison with real life IMO. Quote Link to comment Share on other sites More sharing options...
wraitii Posted May 14, 2018 Report Share Posted May 14, 2018 I agree it looks a little too blurry perhaps, but it'd be nice as a setting. It'd be nice to have a settable "low" and "high", to better simulate cloudier weather indeed. Quote Link to comment Share on other sites More sharing options...
aeonios Posted May 17, 2018 Author Report Share Posted May 17, 2018 Alright, I reduced the blur scaling to 1.0. Any less than that would defeat the purpose, but 1.0 seems to work fine as far as I can tell. As they say, the perfect is the enemy of the good. Mapgen turned out to be somewhat more involved than I expected, but nonetheless I've gotten some excellent results. I was intending to work on ardennes forest but ended up modifying the alpine valley generator to produce maps in the style of the handcrafted version. I needed the mountain range generator for ardennes anyway and it ended up producing some really stunning maps with really interesting divisions of space. 3 Quote Link to comment Share on other sites More sharing options...
Imarok Posted May 18, 2018 Report Share Posted May 18, 2018 5 hours ago, aeonios said: Alright, I reduced the blur scaling to 1.0. Any less than that would defeat the purpose, but 1.0 seems to work fine as far as I can tell. As they say, the perfect is the enemy of the good. Mapgen turned out to be somewhat more involved than I expected, but nonetheless I've gotten some excellent results. I was intending to work on ardennes forest but ended up modifying the alpine valley generator to produce maps in the style of the handcrafted version. I needed the mountain range generator for ardennes anyway and it ended up producing some really stunning maps with really interesting divisions of space. That looks nice. The old alpine valley was one of the ugliest maps we have... 2 Quote Link to comment Share on other sites More sharing options...
gameboy Posted May 18, 2018 Report Share Posted May 18, 2018 How is your graphics anti-aliasing MSAA doing, my buddy? Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 3, 2018 Report Share Posted June 3, 2018 (edited) @aeonios My friend, how is your development going? Can you provide patches for testing? What do you think about using MSAA to handle graphics? Edited June 3, 2018 by gameboy Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 4, 2018 Report Share Posted June 4, 2018 (edited) @ffffffff @aeonios I did not see the shadow effect implemented in D1450 in patch D1454, Have you integrated the two patches? I didn't see that option in the game Settings option. Edited June 4, 2018 by gameboy Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 4, 2018 Author Report Share Posted June 4, 2018 3 hours ago, gameboy said: @ffffffff @aeonios I did not see the shadow effect implemented in D1450 in patch D1454, Have you integrated the two patches? I didn't see that option in the game Settings option. https://code.wildfiregames.com/D1486 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 4, 2018 Report Share Posted June 4, 2018 OK, Beautiful job, I think everyone has approved your work. I think we can release this patch. What do you think of it, my friend, @aeonios? 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 4, 2018 Report Share Posted June 4, 2018 I forgot one thing: what do you think about the implementation of graphics anti aliasing MSAA in the game? I'm sorry, I didn't mean to offend your precious time. Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 4, 2018 Author Report Share Posted June 4, 2018 12 minutes ago, gameboy said: OK, Beautiful job, I think everyone has approved your work. I think we can release this patch. What do you think of it, my friend, @aeonios? No. We're still on feature freeze for bugfixes for issues people are having with a23. Also some people are still experiencing crashes when glsl is enabled, which we can't fix so I need to revert the 'prefer glsl' option before it can be committed. 9 minutes ago, gameboy said: I forgot one thing: what do you think about the implementation of graphics anti aliasing MSAA in the game? I'm sorry, I didn't mean to offend your precious time. I haven't gotten there yet. Any AA will be a serious pain to implement and MSAA is particularly expensive since it makes every anti-aliased texture 4x as large. I'm considering implementing a variant of FXAA using depth and normals to exclude any non-geometric edges. That will also be a pain to implement since it requires writing normals which the shaders currently don't do and which requires an extra texture target that we don't have set up. Any sort of AA also has to consider water reflections and refractions which use separate textures which makes things an even bigger pain. I'll probably get around to it eventually but I have more important things to do right now that are less difficult to implement. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 4, 2018 Report Share Posted June 4, 2018 @aeonios As for anti aliasing, I have a post here, you can refer to it, maybe it can help you, my friend. https://trac.wildfiregames.com/ticket/3640 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 4, 2018 Report Share Posted June 4, 2018 https://wildfiregames.com/forum/index.php?/topic/20175-programmer-graphics-gameplay-ai-mikita-hradovich-yet-another-game-developer-wants-to-participate/& Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 4, 2018 Report Share Posted June 4, 2018 13 minutes ago, gameboy said: @aeonios As for anti aliasing, I have a post here, you can refer to it, maybe it can help you, my friend. https://trac.wildfiregames.com/ticket/3640 That the last guy you scary. Quote Link to comment Share on other sites More sharing options...
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