Search found 36 matches

by wuz21m
15 Feb 2015, 09:03
Forum: Development
Topic: FreeBSD version 3.1.2
Replies: 27
Views: 25752

Re: FreeBSD version 3.1.2

Naah, I think you better try to get it to work on FreeBSD.
by wuz21m
13 Feb 2015, 11:26
Forum: Coding
Topic: Dtrace Vsync
Replies: 9
Views: 10998

Re: Dtrace Vsync

The idea about vSync is that you don't need to re-render something faster than your monitor can draw (60Hz). Thus we preserve CPU and GPU. Otherwise, you will be drawing as fast as your computer can until you saturate CPU or GPU. Disabling vSync only works for specific scenarios. P.S.: About memset,...
by wuz21m
11 Feb 2015, 19:18
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

I just tried changing the calls to cached ones. Tzeentch, can you do these: 1- Go to renderParticle in atmos.cpp and change pie_MatBegin() to pie_MatBegin(true). The visual results are not different. 2- Monitor (a) CPU usage percentage (e.g. 45% of one core) (b) share of atmosDrawParticles and rende...
by wuz21m
11 Feb 2015, 18:45
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

Oh wow. 22% spent over particles (My measurements were ~7.7%). Were you just viewing the particles? Did you pan or zoom or do anything? You are using a powerful Nvidia GPU versus my Intel GPU. So you are probably wasting less CPU time on rendering. atmosDrawParticles is called. If you look at the wa...
by wuz21m
27 Jan 2015, 09:53
Forum: Development
Topic: Using a new font
Replies: 22
Views: 22684

Re: Using a new font

I appreciate the effort. But this font is shareware. We wish to distribute the font with free, GPL software :) Sadly, I don't think we can do such as thing with this font. Of course, should this patch go through, adding a mod with this font is extremely easy for users and requires no code modificati...
by wuz21m
14 Jan 2015, 11:13
Forum: Development
Topic: Trucks Issues
Replies: 3
Views: 2863

Re: Trucks Issues

Welcome :) I believe this is a problem with pathing. The units right now do not do collective path planning, so it is anarchy. But you know, there was this delicious Starcraft path finding hack: http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack Even Starcraft 2 (where they had a dedica...
by wuz21m
12 Jan 2015, 23:16
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

I am referring to the call graph stats.
The high level graph stats (attached gif) are very similar to valgrind's (Compare to 3rd post in this thread)
Yes, the raw ones are very similar to perf.
by wuz21m
12 Jan 2015, 20:04
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

OK, I install google profiler tools. The tool has limited overhead yet it can generate call graphs. The raw results look somewhat similar to perf output (here: tutorial.txt ) Top entries: 2871 22.0% 22.0% 7599 58.3% _init@3e6b8 2186 16.8% 38.8% 5503 42.2% __driDriverGetExtensions_i965 900 6.9% 45.7%...
by wuz21m
11 Jan 2015, 16:53
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

Well, I just tested the effect of disabling vSync on my computer. The results are completely different from yours. When vSync is on. Frame rate is at 60, CPU usage is at ~50% Well, I just tested disabling vSync on my computer. That increased frame rate to ~144 (at the tutorial screen doing nothing) ...
by wuz21m
11 Jan 2015, 15:24
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

Are you sure the results for perf are accurate? Does this mean 15%/40% of the CPU time is spent doing memset? EDIT: Wait a second, I tried tracking the memsets based on the valgrind results... And they are all caused by glPushDebugGroup. Check it out for yourself. EDIT2: Another root cause is __glcC...
by wuz21m
10 Jan 2015, 19:00
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

Thanks for all the feedback, everyone :) @NoQ: Thanks for the insight about Valgrind. I did notice that it reported instruction count. But either way, WZ2100 is very CPU intensive. I ran WZ2100 in windowed mode side-by-side with htop. The CPU consumption was around 50~60% on the default fast play mo...
by wuz21m
08 Jan 2015, 17:42
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

This is what I used: valgrind --tool=callgrind src/warzone2100 As for fixes: The bounding box implementation will not take much time. An AABB can be generated and when deciding on choosing units. A simple isometric culling is performed before sending the unit for render. I think the whole thing can ...
by wuz21m
08 Jan 2015, 15:29
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Re: Future plans for GUI

From what I understand, everything is redrawn from scratch for every frame. For example iV_DrawTextRotated function (lib/ivis_opengl/textdraw.cpp) is called for everything containing text every frame and it does a whole array of matrix operations. I was just profiling Warzone 2100 and I chose the no...
by wuz21m
08 Jan 2015, 10:32
Forum: Coding
Topic: Future plans for GUI
Replies: 43
Views: 44914

Future plans for GUI

I have read on the forums that plans were underway to port WZ2100 to QT 5. I know we are already using QT 5 to build Warzone2100. I know that we are using QT 5 extensively and a map editor is already using QT 5. But what about the game frontend and in-game widgets? My searches didn't turn up any con...
by wuz21m
08 Jan 2015, 10:10
Forum: Development
Topic: Using a new font
Replies: 22
Views: 22684

Re: Using a new font

Here it comes: I zipped them because of the upload limit: big_font_patch.zip (I also uploaded the files, split into individual patches to the bug tracker along with this explanation) This is a survey: i18n.patch -> Changes to the internationalization package Addition of function getLocale(). The di...