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by Master-Athmos
25 May 2021, 02:20
Forum: Engine
Topic: The end of the maintenance branch
Replies: 180
Views: 27815

Re: The end of the maintenance branch

I have a sidenote concerning the unit / feature custom shading framework that I want to mention: Would it be possible to include weapon projectiles too? This would be handy not just for bigger rockets like nukes having a nice PBR shaded look but it also would be handy for weapon FX in general as of ...
by Master-Athmos
23 May 2021, 20:39
Forum: General Discussion
Topic: Registrations on this forum are broken
Replies: 8
Views: 1312

Re: Registrations on this forum are broken

The usual spambot account creation indeed ended on April 20...
by Master-Athmos
12 May 2021, 12:58
Forum: Lua Scripts
Topic: New Lua OpenGL Instanced Rendering API in BAR engine version [Video talk]
Replies: 1
Views: 805

Re: New Lua OpenGL Instanced Rendering API in BAR engine version [Video talk]

Thanks a lot for the extensive presentation. Will have a look at it...
by Master-Athmos
23 Apr 2021, 17:41
Forum: General Discussion
Topic: What graphics card do you use for Spring RTS? Looking to buy one.
Replies: 9
Views: 1747

Re: What graphics card do you use for Spring RTS? Looking to buy one.

To underline how bad AMD implementation is I'll note that it's the only GPU that has special path inside spring, dedicated to working around their bugs and odd behaviors. Some of them might be historical, some are still there. Yeah - that's a historical ATI thing from the OpenGL2/3 times. Things ba...
by Master-Athmos
23 Apr 2021, 11:34
Forum: General Discussion
Topic: What graphics card do you use for Spring RTS? Looking to buy one.
Replies: 9
Views: 1747

Re: What graphics card do you use for Spring RTS? Looking to buy one.

The best cards are made by NVIDIA. AMD might have edge in raw power, but their drivers are horrible, especially for OpenGL and especially on Linux. That's actually a quite outdated point of view back from the old days when it still was ATI and not AMD. Especially on Linux things have turned around ...
by Master-Athmos
13 Apr 2021, 10:17
Forum: Game Development
Topic: Licensed content in a Spring game
Replies: 5
Views: 1210

Re: Licensed content in a Spring game

You create it via Lua. From the top of my head I'd use the Pack/Unpack functions of the VFS to read a binary file and use that as the password. So it's nowhere in plaintext. And yes - that's no high-end cybersecurity but that's not the point. If someone would want to crack your archive (which alread...
by Master-Athmos
13 Apr 2021, 09:25
Forum: Game Development
Topic: Licensed content in a Spring game
Replies: 5
Views: 1210

Re: Licensed content in a Spring game

Well I don't think this is about a big DRM issue or playing sound with another program. What would be sufficient from my point of view is being able to pass a password as an argument to zlib when opening an archive. So just as an archive like springcontent.sdz is read one could put the licensed file...
by Master-Athmos
12 Apr 2021, 21:13
Forum: Game Development
Topic: Licensed content in a Spring game
Replies: 5
Views: 1210

Licensed content in a Spring game

What is the current state of affairs when licensed content is to be included in a game? When e.g. using sounds from a sound library I'm not sure if just putting it into the game file, which is just a zipped folder structure, would suffice the data security policies as you'd basically give away the r...
by Master-Athmos
11 Apr 2021, 07:01
Forum: Engine
Topic: Use Liberapay for funding/donations?
Replies: 4
Views: 1046

Re: Use Liberapay for funding/donations?

I'd be fine with everything that: a) Doesn't force you to create an account on the respective system. b) Is easy to fund i.e. not being e.g. purely credit card centric which isn't the way to pay everywhere around the world. From my personal point of view I like using Paypal for something like this a...
by Master-Athmos
06 Apr 2021, 10:21
Forum: Lua Scripts
Topic: Starting with Chili
Replies: 3
Views: 1008

Re: Starting with Chili

Allright - thanks! :-)
by Master-Athmos
04 Apr 2021, 22:47
Forum: Lua Scripts
Topic: Starting with Chili
Replies: 3
Views: 1008

Starting with Chili

I'd like to start creating a Chili GUI for Maximum Annihilation. When looking at the wiki information and the gajop / Zero-K source I noticed that some changes seem to have been made since the wiki article was written as the hierarchies are slighlty different. Is there anything I'd need to know when...
by Master-Athmos
01 Apr 2021, 20:57
Forum: Engine
Topic: Keep 3do model support
Replies: 72
Views: 8738

Re: Keep 3do model support

Ah I see - thanks for clarifying...
by Master-Athmos
01 Apr 2021, 20:04
Forum: Engine
Topic: Keep 3do model support
Replies: 72
Views: 8738

Re: Keep 3do model support

Just adding my point of view on a detail: While using atlas textures is great I wouldn't focus on it as the holy grail for everything. I know BAR chose to use an atlas system for their unit textures and this is completely fine but I wouldn't say that this is the best approach as it comes at a price ...
by Master-Athmos
01 Apr 2021, 17:18
Forum: Engine
Topic: Keep 3do model support
Replies: 72
Views: 8738

Re: Keep 3do model support

You can have a look at the kinboat source too for 3do (or TA in general) related stuff: https://files.tauniverse.com/files/ta/utilities/kinboat-source-files/ As well as of course the source code of the Spring engine and upspring. Unfortunately 3dos aren't pure textfiles making reading them a bit mor...
by Master-Athmos
01 Apr 2021, 07:41
Forum: Engine
Topic: Keep 3do model support
Replies: 72
Views: 8738

Re: Keep 3do model support

I begin to get the feeling that you actually don't know what you're talking about and didn't really get what 3do and s3o means in terms of the technicality behind it. So here you have a final close up: screen00018.jpg 3do is on the left (the "ugly one"), s3o is on the right. So as you see ...
by Master-Athmos
01 Apr 2021, 06:40
Forum: Engine
Topic: Keep 3do model support
Replies: 72
Views: 8738

Re: Keep 3do model support

Well first of all I said it's easy to convert 3do into s3o. In the given case I converted the goliath's s3o model to a 3do (as it has rather a lot of polygons so a performance advantage shows even better than for using a very low poly 3do). So the s3os aren't untextured in my previous reply but the ...
by Master-Athmos
01 Apr 2021, 02:51
Forum: Engine
Topic: Keep 3do model support
Replies: 72
Views: 8738

Re: Keep 3do model support

A relevant question is also : is s3o the best format to use? doesn't spring also support other more "mainstream" formats? You probably could make the import of other formats work via Assimp but in terms of the actual renderer this won't make a difference. I mean the basics are very simple...
by Master-Athmos
31 Mar 2021, 22:17
Forum: Off Topic Discussion
Topic: off-topic ramble
Replies: 24
Views: 3585

Re: Keep Spring engine usable by all

Oh, sure, I agree. However I still see no reasons why people should not be allowed to use old engines if they want to do so - for whatever reasons. The multi-engine support is already there. Even zero-K used years old engine for some time. History shows that generally the newest engine will always ...
by Master-Athmos
31 Mar 2021, 21:49
Forum: Engine
Topic: Keep 3do model support
Replies: 72
Views: 8738

Re: Keep 3do model support

Do we have any metrics regarding performance of 3do (and cob) vs the other formats? Lua script vs Cob was tested initially and Cob was by itself a bit faster (to no surprise as it's basically a compiled vs. interpreted comparison). Interactions with external Lua scripts were faster for Lua unit scr...

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