Search found 750 matches

by kage
10 Dec 2006, 14:04
Forum: Development
Topic: small and easy speed improvements
Replies: 25
Views: 12812

Re: small and easy speed improvements

yeah, karma's right... no sense wasting 5 minutes of programmer time to save 2 nanoseconds each tick. in larger projects, i've often heard it's much more efficient to spend time finding out where the biggest problems are, prioritize them, and work on those specifically, instead of fixing every littl...
by kage
10 Dec 2006, 14:00
Forum: Development
Topic: need help with adding new propulsion component.
Replies: 56
Views: 27224

Re: need help with adding new propulsion component.

I think in one of the older Game Programming Gems (<4, I don't have those) it is asl o described. (If someone wants to read it up.) i think game gems 2 specifically teaches that. they've probably left it out of newer copies since game gems is often more of a "tips in addition to what you're al...
by kage
10 Dec 2006, 13:57
Forum: Development
Topic: Increasement of the rotation limit of the X-Axis
Replies: 18
Views: 9880

Re: Increasement of the rotation limit of the X-Axis

Oh, apparently I didn't read your text throughly enough, kage. I thought you wanted to give the player only what his camera currently sees, what will create problems as karma pointed out. you did read it thoroughly enough, and that is exactly what i wanted to do, because if anything near a pure cli...
by kage
10 Dec 2006, 13:24
Forum: Development
Topic: Technology Limits?
Replies: 16
Views: 8962

Re: Technology Limits?

the game demo did this for skirmishes, though i don't know if it was a software limit, or just a tech tree limited to t1-level tech... Maybe use a similar approach like my idea for the wrf stuff? what's the deal with wrf's anyways? as far as i knew from my modding days, wrf's were used for the sole ...
by kage
10 Dec 2006, 13:19
Forum: Development
Topic: small and easy speed improvements
Replies: 25
Views: 12812

Re: small and easy speed improvements

Raycasting doesn't necessarily mean to be pixel precise. Just a check if a ray hits an object and if yes when. yes indeed. in all games i know of that use pixel-perfect (well, poly-perfect) ray casting for final collision resolution, 95% of raycasting used is "test ray against bounding box&quo...
by kage
10 Dec 2006, 12:57
Forum: Mapping / Modding tools & discussions
Topic: Realistic/WWII total conversion?
Replies: 54
Views: 33309

Re: Realistic/WWII total conversion?

Thanks,I'll also need to find way to 'signal' the script with the info/Id of the faction the player(s) picked.Think the slo and vlo have tons of potentials,though we dont have many ppl interested in scripting in wz scripting language it seems. wz scripting is a lost art: since we have the source co...
by kage
10 Dec 2006, 08:47
Forum: Technical Help / Troubleshooting
Topic: Help with multiplayer
Replies: 36
Views: 16798

Re: Help with multiplayer

it's pretty rare for a game to only use one tcp port (even though it's entirely possible to do so), but even more rare for it to not use any udp ports. huh. just skimmed that section of the source code, at it does look as though 9999 is the only port needed for gameplay, and 9998 only appears to be ...
by kage
10 Dec 2006, 08:33
Forum: Development
Topic: French langage
Replies: 9
Views: 4972

Re: French langage

not quite accurate in all cases... if you have a legit copy of warzone 2100, you're allowed to use any part of it to mesh with the gpl'd source code in any way you want (at least within the united states), as per the terms of fair use. that's generally not helpful though, as we can't distribute anyt...
by kage
10 Dec 2006, 02:13
Forum: Development
Topic: small and easy speed improvements
Replies: 25
Views: 12812

Re: small and easy speed improvements

Dosn't the compiler optimize such things? (Yes, this is anyway bad code...) not everyone has a good compiler. but, let's say we only have to deal with gcc, which should do that, function inlining, and a whole lot of other fun stuff: it's still no excuse for bad code, since it is only a program -- i...
by kage
10 Dec 2006, 01:05
Forum: Development
Topic: need help with adding new propulsion component.
Replies: 56
Views: 27224

Re: need help with adding new propulsion component.

Ray based collisions: OGRE seems to be able to do such ray casts easily... ray casting collision detection has been in use since the late 90s -- almost everything nowadays uses that in some combination with "is this even anywhere near anything else" checks, including all the apis which pr...
by kage
10 Dec 2006, 00:53
Forum: Development
Topic: Increasement of the rotation limit of the X-Axis
Replies: 18
Views: 9880

Re: Increasement of the rotation limit of the X-Axis

I think tracking the camera like that would give way too muc network overhead. Besides, it's the radars and sensors that allow you to see land and units - these are, on the other hand, feasible to use to determine what to send over a network; they are static structures, so our need to communicate &...
by kage
09 Dec 2006, 23:08
Forum: Mapping / Modding tools & discussions
Topic: Realistic/WWII total conversion?
Replies: 54
Views: 33309

Re: Realistic/WWII total conversion?

What Kage proposed should work. Just instead of 'deresearching' you don't pre-research stuff which would would give access to a tech branch not supposed to be used by this player. The implementation in scripts is trivial, shouldn't cause any problems. hmmmmmm... are you saying that the engine doesn...
by kage
09 Dec 2006, 13:20
Forum: Other Talk
Topic: Shadows draw functions too costy?
Replies: 10
Views: 6736

Re: Shadows draw functions too costy?

Agreed... :) Yesterday I tried to remove the 128x128 pixel tiles limitation... I went to all kinds of funny stuff like distorted (similar to scanlines) textures, tiles being that the wrong place but at least being displayed correctly. Even increasing the hardcoded TILE_WIDTH and TILE_HEIGHT didn't ...
by kage
09 Dec 2006, 12:49
Forum: Development
Topic: small and easy speed improvements
Replies: 25
Views: 12812

small and easy speed improvements

as i'm going through the code, i'm finding a whole lot of stuff that is written in the traditional "declare variables at top of function and do everything else afterwards" style -- while that has it's place and does help make functions somewhat more understandable, i've found a lot stuff l...
by kage
09 Dec 2006, 11:46
Forum: Development
Topic: c/c++ refresher
Replies: 11
Views: 6534

Re: c/c++ refresher

okay, cool. thanks for the tips. heh, and i thought signed variables were implicit. even though i'm not great with c or its derivatives, i have done a lot with other languages, and one tip i can give for any given programmer: if you don't need inheritance, than don't use a class (use a struct instea...