To-Do List
Figured you might like to be able to see my todo list. I just moved it out of my notepad file and into trello, so everything is listed as just being added.
Figured you might like to be able to see my todo list. I just moved it out of my notepad file and into trello, so everything is listed as just being added.
I don’t think he’ll mind if I share these tidbits from his victories. All of the below is written by him: Commit Notes – moved main sim execution to separate thread- moved most of the “ui reading the current gamestate” stuff to that thread too – moved the generation of sync data to that thread…
One of the things that I recently discovered was that asset bundles for meshes seem cross-compatible for at least Windows and OSX, but shaders for sure – and possibly materials – are not. The shaders bit I knew; DirectX9 shaders aren’t going to work in OpenGL. So that’s wound up with us having to have…
Well… okay then! Keith already moved the simulation off the main thread in the course of just this morning. Unbelievable. On my main machine, a GT72VR GRE Dominator Pro (so GTX 1070 and latest i7), I’m sitting pegged between 180fps and 200fps during the opening battles with all the settings cranked up and 8x MSAA…
Okay, so… “funny” story? I’ve been mostly running ubuntu in a Parallels VM on my Macbook. It’s worked well for the last number of years. However, now… well, it’s a combination of drivers and just other accumulated issues. Basically, the short of it is that my linux install still works, kinda-sorta, but it’s buggy as…
My Mac at present is an aging MacBook Pro, Retina, 15 inch, Early 2013. I’m still running 10.10.5, because I like to stay kind of out of date on that for testing purposes. Worth pointing out for anyone not up on that hardware: the GPU is a measly Intel HD Graphics 4000 1024MB, and it’s running at 2880×1800.…
We’re headed for alpha of AI War 2 on Monday, and that’s for the people who want to get into the game “earlier than early,” which I’ll write more about later. One of the things I wanted to talk about right now, though, is some hitching and jitter that will likely still be present to some…
Spent a fair bit of time yesterday, and then this morning, looking at the speed of some of our most core alternate-math work. Floating-point math is too slow as well as being inaccurate between various computer architectures. So back around 2009, I switched to fixed-int math in AI War on the advice of my friend…