Successful build - Chance fights ever on the side of the prudent.
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Apr 7 2021
Ditch UnitAI timer by setting rotation in cmpResourceGatherer (= ugly).
Perhaps I used the wrong parent, but it is unpacked in the game ;) (And can't be packed.)
why don't unpack it and keep it unpacked?
you would not pack and unpack siege on ship all the time
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Build is unstable, some tests have failed - The Moirai have given mortals hearts that can endure.
Fix most inlines.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Move the hoplite/builder templates to mixins/ after discussion with Stan & Freagarach. Not sure it's the greatest name, but it seems descriptive.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Minor tweak for optimisation & no longer need to change tests.
Staff forum, probably.
@DanW58 I hope you'll be back again, and I hope the 0AD team values your contribution to 0AD. They need you and you may need to be able to communicate with them better. Welcome back.
Apr 6 2021
@wraitii testing this on a casual multiplayer game gives me that the most expensive simulation update looks to be on the component timer.update and all the handlers is has to process , maybe this will help find a way to finally find why javascript has this terrible simulation performance
(I add this code to the folder /simulation/components and /simulation/helpers/ )
added myself to the list of contributors
@wraitii testing this on a casual multiplayer game gives me that the most expensive simulation update looks to be on the component timer.update and all the handlers is has to process , maybe this will help find a way to finally find why javascript has this terrible simulation performance
A 2013 thread by Yves: https://wildfiregames.com/forum/topic/17935-ai-interface-design/
A 2019 thread by myself: https://wildfiregames.com/forum/topic/25887-a-proposal-for-a-complete-rethinking-of-the-ai-implementation/
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
@wraitii @Freagarach Lods are on my list for A25, and this is the basekind, which is great hence the pterodactyl award, cause I happen to like birds :D
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
I did a double-check and the pointer approach was indeed safe, but it did rely on somewhat undocumented behaviour in other code. To make things safer, this introduces a cheap unique ID for animations instead (no thread-safe atm).
Note that if we start actually reloading skeleton refs regularly, we'd need to clean out the maps now and then or things will get slower, but since we don't at all, this doesn't matter much.
I could also use a shared_ptr / weak_ptr here, I'm not sure that's better.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebase, some cleanup, change the AIManager comment detailing the architecture.
In D3769#165226, @Stan wrote:Are the current AIs threaded? I'm a bit confused by the summary. From what I understand it could be but never has been, and therefore we're just copying data for no reason.
They're not, & you're correct. Though having them in a separate script interface still remains useful as it avoids polluting the global scope somewhat.
Successful build - Chance fights ever on the side of the prudent.
Clean up a few things. Think this is ready for merging.
I won't merge the actor changes and will propose another diff for these.
Are the current AIs threaded? I'm a bit confused by the summary. From what I understand it could be but never has been, and therefore we're just copying data for no reason.
The idea sounds sane, but you're right, the usage is a bit blurry for me now. Maybe something that could be exposed only to the AI due to relatively asynchronous nature of its plans?
I recently tried the alpha 24 on Linux with a 4k screen (3840×2160), and had to tweak the gui.scale option to get something readable. I'm currently using 2.5 (250 %) and it looks good. I found 2 a bit too small. I hope the change can be amended to add a
Successful build - Chance fights ever on the side of the prudent.
Might want to do a nopch check.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
The visual artefact seems like a very small price to pay for the improved UX, so I think this could be merged as is.
@n1xc0d3r, could you please add yourself to the credits and update this patch (good exercise) with that? (binaries/data/mods/public/gui/credits/texts/programming.json)
Feel free to ask for support on IRC. :)
I noted this breaks the rejoin-test because the secondary simulation reuses the context & the global synchronization fails, need to look into fixing that.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebased.
Might have been placebo effect, especially since I haven't played since A24, but it seemed to me like this made the game laggier when moving groups of units? Could be something else, just thought it was worth mentionning.
In D3738#165100, @wowgetoffyourcellphone wrote:Honestly, while Athenian hoplites weren't bad soldiers (probably pretty decent for their time), they didn't fare very well when matched against other Greek hoplites from Thebes or Sparta. I'd rather this "Fourth Rank" idea go to the Roman Swordsman. The fourth rank being either the Extraordinarius, or (much cooler) a new Republican Centurion unit.
In D3801#165135, @Stan wrote:Does it work with add mul round etc ? What's the order of operations?
Successful build - Chance fights ever on the side of the prudent.
Does it work with add mul round etc ? What's the order of operations?
Successful build - Chance fights ever on the side of the prudent.
- Fix atlas/unit_demo loading the wrong templates (bit ugly, but I think I can use the standalone for that, but it's a bigger diff -> won't do right now).
- Fix checkrefs.
- add the 'Builder' identity class in builder.xml
In D3603#165093, @DanW58 wrote:@nani and @gameboy Friends, I totally agree it's a pity to have done so much work on these shaders and let it all go to dust; but it's really pointless to try to continue with it, with all the hate I got, and the monkey-wrenching. The fact is my contributions are not wanted. Period. If you look at the comments on this patch, back to the beginning, note what I'm being asked for: separate patches for each feature... !!! Like, how much time was I supposed to spend on this? It would take me weeks of work to separate this into 3 separate shaders, individually debugged and diffed. It's insane.