Search

Search found 2347 matches

by jK
07 Feb 2015, 15:09
Forum: Map Creation
Topic: smf_tools, alpha work
Replies: 75
Views: 6339

Re: smf_tools, alpha work

iirc that was someone else's idea (argh? tr..?)
even code was supplied (only for rotating the dxt tile, not a full engine patch)

before implementing such first someone has to benchmark how well it performs
by jK
07 Feb 2015, 08:41
Forum: Map Creation
Topic: smf_tools, alpha work
Replies: 75
Views: 6339

Re: smf_tools, alpha work

* because 32x32 pixel tiles are too small.. because of what? because the uint32 tilemap dimensions are (mapsize * 512) / tilesize. which can be reduced in resolution by increasing the tile size, hence decreasing the size of map data. So i'm anticipating a reduced complexity, reduced load time, redu...
by jK
06 Feb 2015, 01:19
Forum: Map Creation
Topic: smf_tools, alpha work
Replies: 75
Views: 6339

Re: smf_tools, alpha work

enetheru wrote:* because 32x32 pixel tiles are too small..
because of what?
by jK
25 Jan 2015, 15:14
Forum: Engine
Topic: @LockFreeLua
Replies: 16
Views: 1746

@LockFreeLua

First I assume that mutex is now same as fast on windows as on linux, see: * window example ( source here ) raw: 551 ms boost::mutex: 4087 ms boost::recursive_mutex: 7007 ms critical section: 1682 ms -> overhead ~300% * linux example ( source here ) raw: 210 ms spring::mutex: 600 ms spring::recursi...
by jK
22 Jan 2015, 03:26
Forum: Lua Scripts
Topic: Self-D icons widget
Replies: 6
Views: 811

Re: Self-D icons widget

Floris wrote:Displays a skull icon plus countdown timer at every unit that received a self-d order.

- known bug: when selfd-units get emp'd the countdown won't pause.
Spring.GetUnitSelfDTime?
by jK
18 Jan 2015, 20:37
Forum: Lobby Clients & Server
Topic: flobby
Replies: 31
Views: 7258

Re: flobby

tip that works too:

Code: Select all

#!/bin/sh
XDG_CONFIG_HOME="~/flobby_zk" XDG_CACHE_HOME="~/flobby_zk" flobby
With that code you override the ENVVARs just for that single program instance.
Often needed in gentoo btw, e.g. `USE="-mysql" emerge bigprogram`.
by jK
18 Jan 2015, 20:27
Forum: Engine
Topic: 98.0 Performance
Replies: 21
Views: 2057

Re: 98.0 Performance

After some profiling I've pinpointed the main cycles hog to be the lua mutexes, but apprently the worker threads don't run any lua, so is there a need for these mutexes at the moment? Their removal results in significant performance improvement, and from some tests I haven't seen any desyncs (even ...
by jK
17 Jan 2015, 13:19
Forum: Infrastructure Development
Topic: Offline chat support
Replies: 34
Views: 2026

Re: Offline chat support

Neither is SQL itself any problem at all, MMORPGs with thousands of players and x10k of actors use it without any problems. Yes SQL is MUCH better than handcoded file db crap. The problem is the sql lib of python and that it neither supports threading nor async requests. So I extremely question if y...
by jK
16 Jan 2015, 03:03
Forum: Engine
Topic: if los enabled
Replies: 12
Views: 1115

Re: if los enabled

the infolog is wrong, you aren't toggling los there
by jK
11 Jan 2015, 15:04
Forum: Lua Scripts
Topic: Fix UnitShapes for 98.0
Replies: 6
Views: 775

Re: Fix UnitShapes for 98.0

Independent of the engine fix, here a much faster (300pws: 36fps -> 45fps) version of UnitShapes

http://paste.springfiles.com/view/6a351730
by jK
25 Dec 2014, 09:26
Forum: Community Blog
Topic: #christmas
Replies: 8
Views: 2841

Re: #christmas

AF wrote:This isn't news, a thread in off topic would have been better ( and gotten more attention ). Here was me hoping for a list of 2014s recent advances
grumpy cat says "Ho Ho NO"

@pica
SOOOO cute reindeers
by jK
24 Dec 2014, 16:19
Forum: Map Creation
Topic: Volumetric Ground Clouds
Replies: 38
Views: 4176

Re: Volumetric Ground Clouds

Does Spring support "transparent" shadows? I think not. not yet, but I always wanted to implement it (it's not that complicated) That looks great JK any possibility you could fade the distant edge though? the sudden cutoff is a bit rough. http://springrts.com/phpbb/download/file.php?mode=view&id=90...
by jK
24 Dec 2014, 15:18
Forum: Map Creation
Topic: Volumetric Ground Clouds
Replies: 38
Views: 4176

Re: Volumetric *Sky* Clouds

Image
Image
by jK
24 Dec 2014, 14:23
Forum: Community Blog
Topic: #christmas
Replies: 8
Views: 2841

Re: #christmas

blood or ketchup? :mrgreen:
by jK
24 Dec 2014, 14:01
Forum: News
Topic: ☃ Happy Christmas
Replies: 3
Views: 2367

Re: ☃ Happy Christmas

comments go to here


@some admin: please lock this one
by jK
24 Dec 2014, 13:59
Forum: Community Blog
Topic: #christmas
Replies: 8
Views: 2841

#christmas

comments go here (images welcome!)
by jK
24 Dec 2014, 12:41
Forum: News
Topic: ☃ Happy Christmas
Replies: 3
Views: 2367

☃ Happy Christmas

Best wishes to everyone :)
by jK
21 Dec 2014, 05:13
Forum: Map Creation
Topic: Volumetric Ground Clouds
Replies: 38
Views: 4176

Re: Volumetric Ground Clouds

Anarchid wrote:

Code: Select all

vec3 savannahFire(vec3 pos, float groundHeight, int timeSinceSpotStartedBurning)
This seems to basically do what mapClouds does in the actual topic.
It returns a vec3 and not a opacity, indicating to me that it returns a pos -> it spawns new particles
by jK
20 Dec 2014, 14:57
Forum: Map Creation
Topic: Volumetric Ground Clouds
Replies: 38
Views: 4176

Re: Volumetric Ground Clouds

no, that would be particle fog.
this is raymarching fog.
by jK
20 Dec 2014, 11:57
Forum: Map Creation
Topic: Volumetric Ground Clouds
Replies: 38
Views: 4176

Re: Volumetric Ground Clouds

needs more pics!
Image

Go to advanced search