Search found 134 matches

by moltengear
09 Apr 2019, 20:21
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 83
Views: 5706

Re: Release 3.3.0 beta 1

Not every player can create a host. Guys, is it possible for the server to take on the responsibility of the host when starting the game, and after that the transfer of messages is already only between players. I think it would be good if there will be the ability to lock the player also on his ip a...
by moltengear
06 Apr 2019, 23:04
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 538

Re: My options for improving code speed.

Cyp wrote:
06 Apr 2019, 20:02
Might be fairer to compare to sqrtf than to sqrt. I'd naïevely guess sqrtf to be faster and more accurate than Q_rsqrt.

I'm not sure square root calculations are the main bottleneck in the game.
Remade! There was a difference of 10 times. Now more than 13 times. So it works!
by moltengear
06 Apr 2019, 18:25
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 538

Re: My options for improving code speed.

If someone is suddenly interesting to compare. Q_rsqrt vs sqrt #include <iostream> #include <Windows.h> using namespace std; float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = *(long *)&y; i = 0x5f3759df - (i >> 1); y = *(float *)&i;...
by moltengear
06 Apr 2019, 17:36
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 538

Re: My options for improving code speed.

Thanks! I saw that root calculation is being applied. sqrt(). Can we apply another quick method for this project? Quake III code where John Carmack applied it. Have you profiled the current performance? (By which I mean: Profiling the entire game running, to determine the current performance bottle...
by moltengear
06 Apr 2019, 17:23
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 538

Re: My options for improving code speed.

Thanks! I saw that root calculation is being applied. sqrt(). Can we apply another quick method for this project? Quake III code where John Carmack applied it. float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i =...
by moltengear
04 Apr 2019, 17:48
Forum: Ideas and suggestions
Topic: wazone2100 3.3.0 with DXT textures. To be or not to be!
Replies: 5
Views: 489

Re: wazone2100 3.3.0 with DXT textures. To be or not to be!

Better not to replace the texture.cpp in "src" folder . As well as folders with tiles. At the same time, still more than 80% of textures in terms of memory will be in DXT format. I noticed an increase in FPS at the maximum settings on the integrated video card. Also, the download speed of the start ...
by moltengear
31 Mar 2019, 22:50
Forum: Ideas and suggestions
Topic: wazone2100 3.3.0 with DXT textures. To be or not to be!
Replies: 5
Views: 489

Re: wazone2100 3.3.0 with DXT textures. To be or not to be!

If someone suddenly wants to convert the files themselves. Link below.
The path to the files is best done like this - "C:/texpages".
This is the corrected version. There are examples and detailed comments on the code.
I think everything will be clear.
by moltengear
31 Mar 2019, 22:43
Forum: Ideas and suggestions
Topic: wazone2100 3.3.0 with DXT textures. To be or not to be!
Replies: 5
Views: 489

Re: wazone2100 3.3.0 with DXT textures. To be or not to be!

Thank you Berg!

Anyone can test!
Download the folder on this link.
https://1drv.ms/u/s!AsgQGT2swaQHbQv94vmwkC_tWDc

And replace the source files with these

I don't know what to do, but the overlay of the tiles is broken.
by moltengear
31 Mar 2019, 00:29
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 239238

Re: Terrain Textures

Maybe we should collect terrain textures in a single fancy place, like on a wiki page. Map authors who enjoy custom tilesets could appreciate it. I like this idea. Also textures of units and buildings The first time I saw this. https://www.youtube.com/watch?v=0KgJJRk36fc If a little more fog. Just ...
by moltengear
30 Mar 2019, 21:53
Forum: Ideas and suggestions
Topic: wazone2100 3.3.0 with DXT textures. To be or not to be!
Replies: 5
Views: 489

wazone2100 3.3.0 with DXT textures. To be or not to be!

I created a topic about it. I implemented support for the 3.1.5 version. http://forums.wz2100.net/viewtopic.php?f=6&t=13800 I also made support for the 3.3.0 beta version. But at the moment there is only one problem. No overlaid pattern on the slope of the relief. Maybe the mixing method has changed...
by moltengear
28 Mar 2019, 17:57
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 538

Re: My options for improving code speed.

In calculations, it is better to avoid intermediate local variables that I have removed. Double copying is not desirable. It is also better to create variables in those places where they will be immediately used. "The more local" the variable, the better. And also to help the compiler, mathematical ...
by moltengear
28 Mar 2019, 17:51
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 538

Re: My options for improving code speed.

Need benchmark and assembler listing. Gcc and other compilers do a great job of optimizing. Your improvements are so straightforward that they are probably already produced at the compilation stage. Unfortunately, I'm not a pro in assembly language. Therefore, just testing the functions for speed.
by moltengear
28 Mar 2019, 17:30
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 538

Re: My options for improving code speed.

src/ligthing.cpp 182 line static void calcTileIllum(UDWORD tileX, UDWORD tileY) { /* The number or normals that we got is in numNormals*/ Vector3f finalVector(0.0f, 0.0f, 0.0f); unsigned int numNormals = 0; // How many normals have we got? Vector3f normals[8]; // Maximum 8 possible normals /* Quadra...
by moltengear
28 Mar 2019, 15:42
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 538

My options for improving code speed.

it is desirable to correct this code. src/lighting.cpp 231 line dotProduct = glm::dot(normalise(finalVector), theSun_ForTileIllumination); val = abs(dotProduct) / 16; if (val == 0) { val = 1; } if (val > 254) // unnecessary calculation // 231 line { val = 254; } mapTile(tileX, tileY)->illumination =...
by moltengear
28 Mar 2019, 12:44
Forum: Development
Topic: I can't compile 3.3.1 on windows 10.
Replies: 11
Views: 417

Re: I can't compile 3.3.1 on windows 10.

https://forum.qt.io/topic/93711/problem-with-new-visual-studio-update-2017-version-15-8-0-and-qt-5-9-5 https://codereview.qt-project.org/#/c/236948/2/src/corelib/tools/qalgorithms.h In connection with the update of the Visual Studio it is necessary to make some changes in the QT file. It is advisab...