Search found 530 matches
- 31 Mar 2008, 20:53
- Forum: Engine
- Topic: Spring is running in SMP
- Replies: 529
- Views: 68383
Re: Spring is running in SMP
When stuff is properly encapsulated and tested a producer/consumer like systems with barriers Well my point was that the LOS updating system would be quite simple to turn into this sort of system given that you dont require the update to go live until the next frame. It would require a copy of losm...
- 31 Mar 2008, 19:44
- Forum: Engine
- Topic: Spring is running in SMP
- Replies: 529
- Views: 68383
Re: Spring is running in SMP
For synced simulation, I'd keep that all in one thread, syncing multiple threads will be a HUGE PITA, and I mean really huge. Im not sure if that is true. The data you operate on will have to be independent from other threads anyway or you will risk data corruption that could be fatal on non synced...
- 31 Mar 2008, 18:36
- Forum: Engine
- Topic: Optimizing Math Functions
- Replies: 92
- Views: 16914
Re: Optimizing Math Functions
Its true that the rendering optimization wont make that much difference if simulation is what takes all the cpu time altough in my memory rendering used to eat at least 50% cpu even during heavy battles (but then I might have had a faster CPU than opponents so they reduced simulation speed). You don...
- 30 Mar 2008, 23:44
- Forum: Engine
- Topic: Optimizing Math Functions
- Replies: 92
- Views: 16914
Re: Optimizing Math Functions
Somewhat of topic but if you want to increase spring fps totals i think the correct thing to do would be to rewrite how the units are drawn. As they are now they treat each piece of the unit as a separate display list which was nice and optimal on my GF2 but probably not so good any more as it gener...
- 03 Dec 2007, 19:19
- Forum: Engine
- Topic: Where is Trepan?
- Replies: 20
- Views: 4382
- 21 Aug 2007, 09:49
- Forum: Engine
- Topic: Networking rewrite, need help
- Replies: 33
- Views: 5931
The first thing could be solved by defining a game wide command delay so commands are always executed a fixed time in the future, combined with removal of the NETMSG_NEWFRAME message and executing CGame::SimFrame() at current game speed as long as the commands for the frames to simulate have arrive...
- 10 Jul 2007, 21:03
- Forum: Engine
- Topic: bonusShield is dead! Long live flankingBonus!
- Replies: 124
- Views: 19307
Yes its from before the current springs time. I tried to discuss it a bit early in Springs development but none seemed to care much so I just left it there. Mostly it was meant to make headlong rushing in a big clump less good and to make single super units a bad idea while still allowing higher lev...
- 02 Jul 2007, 18:55
- Forum: Engine
- Topic: SweepFire=1;
- Replies: 14
- Views: 4025
- 01 Jul 2007, 22:32
- Forum: Engine
- Topic: SweepFire=1;
- Replies: 14
- Views: 4025
- 28 Jan 2007, 10:35
- Forum: Art & Modelling
- Topic: Collision Sphere Problem
- Replies: 12
- Views: 2784
- 31 Dec 2006, 16:31
- Forum: Game Development
- Topic: unit fbi quest, please answer
- Replies: 10
- Views: 2695
The difference is (or at least was last time i looked) that bombers have a dropped (bomb/torpedo) weapon as weapon 0. But both fighters and bombers use those values for handling. They just have a bit different AI for how they try to move (bombers fly above targets fighters at them etc). Gunships (ho...
- 19 Nov 2006, 01:37
- Forum: Art & Modelling
- Topic: Can you find high-poly renderings?
- Replies: 27
- Views: 6469
- 18 Nov 2006, 12:42
- Forum: Art & Modelling
- Topic: Can you find high-poly renderings?
- Replies: 27
- Views: 6469
Well not renderings and not that high poly (~8000 per tank?) but I have to do some advertisment :)
http://www.massive.se/Contents.asp?id=1310
http://www.massive.se/Contents.asp?id=1310
- 01 Oct 2006, 23:20
- Forum: Engine
- Topic: Spring + C++ question
- Replies: 19
- Views: 5348
Did anyone read the comments i put in the original armor.txt (and why did someone think it was important enough to save a few bytes and remove it at some point? ) You can refer damage to either the class name or one of the units that are part of the class. They are equivalent although I said that th...
- 28 Aug 2006, 18:33
- Forum: General Discussion
- Topic: Flares
- Replies: 5
- Views: 1878
- 18 Aug 2006, 22:50
- Forum: Engine
- Topic: question to devs
- Replies: 7
- Views: 2214
- 07 Aug 2006, 19:04
- Forum: Game Development
- Topic: Battletech
- Replies: 627
- Views: 102510
- 06 Aug 2006, 22:00
- Forum: Engine
- Topic: External modules
- Replies: 18
- Views: 3490
- 13 Jul 2006, 22:38
- Forum: Engine
- Topic: Max map size for shadows
- Replies: 23
- Views: 4504
- 13 Jul 2006, 10:10
- Forum: Off Topic Discussion
- Topic: TA:Spring run with GC2?
- Replies: 76
- Views: 11889