Search found 314 matches
- 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 ...
- 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.
- 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...
- 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?
- 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.
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.
- 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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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'...
- 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.
- 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.
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.
- 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...
- 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?).
- 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...
- 02 Jan 2021, 14:22
- Forum: Engine
- Topic: spring engine binaries and debug symbols as a github release
- Replies: 6
- Views: 5824
- 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 ...
- 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...