Postagem 21–28 de 28
por
5 anos atrás
I would have never imagined it would be that easy, it speaks volumes of your forethought that has gone into the game's development. I'm really looking forward to the day you open source AD. I'm guessing this setting is something that gets passed to LibSDL (presumably Aoi Blue is familiar with that API) I couldn't help thinking as I was changing the value of 17 to 31 "these amps go to 11". And then the game client displayed "custom" ... brilliant, absolutely brilliant! Have you given any more thought to creating subdirectories for the chunk and png files? ... $ find . | awk -F. '{print $NF}' | sort | uniq -c 1 14 adrp 48895 chunk 286 png 32 txt The chunk files are over whelming my access to everything else (most notably the .pngs)
por
5 anos atrás
All this talk of view distances made me dive into the rendering pipeline a bit more. After a bit of profiling I think I might be able to improve the rendering performance on high view distances. I'll report back if I manage to find something that is acceptable for production.
por
5 anos atrás
Yeah, take your time on it. I know many people just slap the highest distance on, not realizing that the limiting factor is memory bandwidth, CPU Power and network bandwidth for that on systems with exceptional GPUs. Since Angeldust is highly multithreaded, unlike most games, they will also likely be confused how someone with a high-thread-count processor does better than their high single thread performance CPU that works great in other games. They'll blame Angeldust, not the other games, and won't realize just how far Angeldust is capable of rendering.
por
5 anos atrás
I just wrapped up work on expanding the view distance. The next update will feature three new, higher menu option values: immense [31], insane [47] and 'infinite' [63]. I've optimized the rendering pipeline so that 'insane' runs at 60 FPS on my machine. Additional bonus: less flickering of elements in the distance, as I've been able to increase the OpenGL depth buffer accuracy while at it.
Postagem 21–28 de 28