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by ivand
22 Feb 2021, 11:52
Forum: Bounty Offers
Topic: Age of Mythology Engine
Replies: 4
Views: 24489

Re: Age of Mythology Engine

I'm looking for an engine close to that of Age of Mythology (pathfinding, god powers, random map scripts, multiplayer). Is there someone I can talk to from SpringRTS to see how much work it'd take to get the engine here close to that + pay for the dev work of doing so? Have you tried some existing ...
by ivand
11 Feb 2021, 12:23
Forum: Engine
Topic: Physically Based Rendering
Replies: 81
Views: 65860

Re: Physically Based Rendering

Usually back side is culled (not shaded). It can be overridden by a custom unit shader, but in your particular example it makes sense to do geometry properly rather than dealing with fixed state changes.
by ivand
07 Feb 2021, 12:18
Forum: Off Topic Discussion
Topic: War Machines RTS
Replies: 14
Views: 22227

Re: War Machines RTS

Please report posts instead of using replies, see https://springrts.com/wiki/Reporting for why. While I fully agree with rationale of "why", I can't help, but notice the forum is filled up with troll posts from a very few individuals, who for some reason receive very lenient treatment. So...
by ivand
06 Feb 2021, 23:56
Forum: Off Topic Discussion
Topic: War Machines RTS
Replies: 14
Views: 22227

Re: War Machines RTS

Can moderators permaban idiots please?
by ivand
03 Feb 2021, 19:14
Forum: Engine
Topic: Physically Based Rendering
Replies: 81
Views: 65860

Re: Physically Based Rendering

Speaks thousand words. But it's a tricky thing to do.
While you can render certain class of units with depth test disabled it's not going to help much here. I don't see an easy way right now, but will thing about it in coming days.
by ivand
02 Feb 2021, 21:31
Forum: Engine
Topic: Physically Based Rendering
Replies: 81
Views: 65860

Re: Physically Based Rendering

I need some visual sketch as a support for this request.
by ivand
25 Jan 2021, 06:14
Forum: Engine
Topic: The end of the maintenance branch
Replies: 181
Views: 849668

Re: The end of the maintenance branch

Might I suggest that before support for transition be dropped, you release a stable version for anyone who continues to make use of the 105 GL implementation? Even if that means releasing a 106.0 from Transition and 106.1 from Develop about the same time? Just to be on the same page: the transition...
by ivand
24 Jan 2021, 13:47
Forum: Engine
Topic: The end of the maintenance branch
Replies: 181
Views: 849668

Re: The end of the maintenance branch

no its not. what do you suggest to release as 106.0? it sounds like the "transition" branch. what will be 107.0? I don't think the focus on release numbers is important: it took several years to get from 104 to 105, but that fact never prevented innovation in the in-between versions. It's...
by ivand
24 Jan 2021, 13:04
Forum: Engine
Topic: The end of the maintenance branch
Replies: 181
Views: 849668

Re: The end of the maintenance branch

The roadmap is rather trivial, I'm not even sure there is anything to document here. Anyway: As stated "transition" stems from "maintenance" and remains compatible to "maintenance" builds such as 105.0 in its core. This means that no engine core capabilities are removed...
by ivand
15 Jan 2021, 00:14
Forum: Engine
Topic: The end of the maintenance branch
Replies: 181
Views: 849668

Re: The end of the maintenance branch

Don't think we have any problem here. :P We discussed it extensively in this topic and in one of the github PRs and I'm sure Kloot got my intents right. Yes, port widgets to GL4 API gradually while being on transition then switch engines (assuming the develop gets the same API, which is perfectly do...
by ivand
14 Jan 2021, 21:11
Forum: Engine
Topic: The end of the maintenance branch
Replies: 181
Views: 849668

Re: The end of the maintenance branch

I've never claimed it'll be based off something other than the maintenance. Because unlike the develop where the support for the old ways was specifically purged, the maintenance can run both old and the new code. Also see the very first post of this topic. Your answer doesn't give much clarity how ...
by ivand
14 Jan 2021, 18:42
Forum: Engine
Topic: The end of the maintenance branch
Replies: 181
Views: 849668

Re: The end of the maintenance branch

@abma, the commits on the BAR branch keep piling up and since this branch dragged several contributors other than myself, the question of pulling the changes back becomes quite important. Have a look at the current diff: https://github.com/spring/spring/compare/transition...beyond-all-reason:BAR it'...
by ivand
12 Jan 2021, 23:27
Forum: AI
Topic: How to build x64 version of AI
Replies: 3
Views: 8229

Re: How to build x64 version of AI

Most likely all you need is to uninstall x32 flavor of mingw and install x64 instead (you are on Windows aren't you?). Then you will need to setup your build directory somewhere else or delete and reconfigure it again with cmake.
by ivand
09 Jan 2021, 19:48
Forum: Engine
Topic: The end of the maintenance branch
Replies: 181
Views: 849668

Re: The end of the maintenance branch

Drawn in one go without any CPU roundtrip

P.S. Note it's completely different from the above. Above it was a static unitdef, but here it's a unit. But both are drawn using the same mechanism.

P.P.S. Now the code is wired to unitID/featureID/unitDefID/featureDefID.
by ivand
09 Jan 2021, 17:18
Forum: Engine
Topic: The end of the maintenance branch
Replies: 181
Views: 849668

Re: The end of the maintenance branch

The transition or BAR branch as a possible bleeding edge of it is based on the maintenance indeed. The reason is simple: it's not possible to "dumb down" the develop to run on low OpenGL profiles. Instead the maintenance is getting new GL capabilities mostly in Lua space, so games could mi...
by ivand
06 Jan 2021, 20:45
Forum: General Discussion
Topic: Wiki Update
Replies: 42
Views: 50085

Re: Wiki Update

Good, thanks! I wasn't following Sim changes much, but I mostly expect bugfixes and minor changes e.g. different numbering of weapon indices (or did it happen before 104?).
by ivand
06 Jan 2021, 17:59
Forum: General Discussion
Topic: Wiki Update
Replies: 42
Views: 50085

Re: Wiki Update

A significant amount of new functionality was added between 104 and 105, but I'm not sure I have extra capacity to fill up the wiki too. On the Lua side the most reliable way would be to see the history of changes of each cpp file here https://github.com/spring/spring/tree/105.0/rts/Lua and see if t...
by ivand
02 Jan 2021, 14:22
Forum: Engine
Topic: spring engine binaries and debug symbols as a github release
Replies: 6
Views: 5824

Re: Why not have a github action to upload builds to github?

This was discussed just a few topics below: viewtopic.php?p=596427#p596427

Merged. (Silentwings)
by ivand
01 Jan 2021, 22:23
Forum: Engine
Topic: spring engine binaries and debug symbols as a github release
Replies: 6
Views: 5824

Re: spring engine binaries and debug symbols as a github release

the source code from https://github.com/beyond-all-reason/sp ... 21b911.zip doesn't contain the git submodules: this very likely makes it impossible to compile that source package. It's added by github automatically every time a release or pre-release is made. In any case I feel with DVCS like git ...
by ivand
01 Jan 2021, 21:31
Forum: Engine
Topic: spring engine binaries and debug symbols as a github release
Replies: 6
Views: 5824

Re: Spring 105.0 released: maintenance release

+1 on releasing this and finally calling time on maintainance. Re github release, I've never actually tested it but Github claims to block pushes with >100Mb content https://docs.github.com/en/free-pro-team@latest/github/managing-large-files/conditions-for-large-files. The debug symbols are 150Mb f...

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