User Details
- User Since
- Dec 21 2016, 1:38 PM (326 w, 4 d)
Sat, Mar 18
I did some actual testing -> I maintain my 'needs revision'.
Tue, Mar 14
No I need to actually do it. I think I should get the time this week.
Yeah trying to improve is certainly fair, as I said. I guess I'm saying it's probably better to end of the side of 'smooth, clumped-up pathfinding' over 'slow, spread-out'.
Mon, Mar 13
Sure, seems sensible. Testing on a wide scale would definitely be a good idea.
(For what it's worth I remain convinced that we should give up on proper ship movement and just make them clip each other like Age of Empires does, or alternatively just prevent players from directly controlling ships or something.)
I think you're likely to break some things here, because you're bumping everything at once, and with somewhat large changes. I would recommend just changing one thing at a time with pushing, because movement literally affects everything in the game.
Jan 26 2023
I have the same testing behaviour as Langbart, so it's Working As Designed from my perspective.
I seem to get about 2x FPS in general, but that will depend on a variety of factors. I think we still have a huge draw-call overhead on several maps which probably limits the effectiveness of Vulkan.
Jan 25 2023
Jan 19 2023
irrelevant now, too many related & unrelated changes since.
Dec 29 2022
Include hotload in the try-catch
I'm assuming you're doing two things here:
- Removing a layer of indirection by just having one component for the interface for system components (makes sense to me)
- Doing some allocator-locality thing like D4718
I tried something similar in D3186 but never got around to finishing it. Your approach seems maybe slightly less invasive at a glance (though I commented on my patch that I thought my approach was 'neater' than a separate allocator, so your mileage might vary), and doesn't break the requirement that components aren't movable once constructed.
Dec 28 2022
Remove Future::Cancel(), seems too dangerous to use properly from outside code.
You should probably add a comment that this function should only be called for entities that are currently explored, but not visible or things will bug out. The C++ code seems to work fine for that
Dec 27 2022
Dec 2 2022
Can't think of a reason why we don't need to wait here, guess this is indeed just a typo. Good catch.
Good diff.
Quick note on the ENSURE -> I'm assuming schema verification would make the engine fail at loading badly-formed XMLs, and thus the ENSURE is indeed only triggered by code flaws and not possibly by bad data ?
Oct 27 2022
Oct 26 2022
But those 150ms aren't free ! They're being used by the renderer to get as close to 60FPS as possible. You can't just run the GC during that time.
Oct 24 2022
This looks clean, but I'm not sure if it has performance implications or anything thereof ? Does it change anything? Or are you just fixing my code now that we can presumably use std::optional because we upgraded Xcode since I wrote my code
Could you rebased D4730 to only contain its own changes? Obviously the patch won't apply, but it'll make it easier to understand why e.g. this patch is necessary
Oct 23 2022
Dove deeper into the issue this morning, things are more complicated than I anticipated but this patch still needs some changes.
Oct 16 2022
Oct 15 2022
Rebase
Rebase & fixes:
- Make the Linux 32-bit patch apply only on i686 (which I believe is only linux 32 bit?) to work around windows compilation issue.
- Improve bash script per stan's comments
- Update to 91.13.1, which is the last ESR for version 91. This requires a different virtualEnv fix for me which I've provided below (it's tied to Homebrew but I assume it won't hurt on mac os anyways).
Oct 8 2022
Oct 2 2022
You can actually execute this in a replay with -hashtest-full=true and -hashtest-quick=true if you make it an MP replay.
I think changing the GC scheduling is a good idea, but I feel like this overcomplicates things (the current code is IMO also overcomplicated) while also not necessarily doing enough:
Aug 22 2022
What menu is that?
Aug 15 2022
See forum post -> I think this is the wrong direction, because average load matters little compared to peak frame load. Maybe the difference doesn't matter a ton here, but I think it's unlikely to be much better either.
Jul 6 2022
Jun 25 2022
Looks neater. I don't think I had a particularly good reason to use recursion here.
Jun 24 2022
Think this looks fine.
Jun 19 2022
Jun 18 2022
I didn't realise we had this feature... I'm in favour, random should be random.
Jun 17 2022
Jun 14 2022
Jun 13 2022
Jun 12 2022
TryToConnectWithXmpp -> TryToConnectViaLobby to match the SetupConnection call (and because XMPP is basically the lobby client).
GetCameraDirection -> GetCameraOrientation for consistency with C++
@edoput How do you want to appear in the credits?
Seems like you could fix a few listing problems while at it, but this gets a +1 for being a good idea.
Per https://trac.wildfiregames.com/wiki/Coding_Conventions, we have Prefer global variables over singletons, because then they're not trying to hide their ugliness. It's definitely something I kind of like, because singletons by design make it annoying to have two of something, and that can occasionally be useful.
Think this is generally a fairly good first use case, but I believe you could write simpler code, particularly since this bit doesn't really require us to optimise it to death.
I'll make a minor tweak to avoid double-messages but I think this looks good
Jun 10 2022
Jun 9 2022
Lint
This should fix that case as well.
Thanks Stan
Jun 4 2022
Probably won't have time to fix it until Monday FYI
Jun 3 2022
Jun 2 2022
I've written about this fairly extensively, and I think the main problem with capturing is that it's boring as hell. Your units don't even fight. I actually think the only legitimate use is sneak-capture. We need a complete revamp of the 'capture' logic to represent breaking-in, defender vs attacker losses, and control of the building as a non-abstract concept IMO for it to work.
Jun 1 2022
default in the cpp
Add a specific test for multi-space words. It is indeed not collapsed.
I've de-activated the 'ignore space' logic in those cases, kind of arbitrarily. It seemed more coherent.