0 A.D. Release 28: Boiorix
41–50 of 123 posts
Re: 0 A.D. Release 28: Boiorix
#420ad is a fun game but the last few times I have tried to play it with my friends it lagged very bad once a few units were moving around. I actually was able to get it to play kind of normal by hacking the pathfinding code to give up after a fixed iteration count that was low. It worked kind of, but broke path finding a lot, obviously. The crux of the issue is that their simulation is single threaded. It's a complicat…
Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…
I'm sorry but huh? It's a RTS game, aren't moving units around on the map kind of a fundamental part of the genre and this game?
> Realistically soldiers should head in the right compass direction and hope for the best
If you implement unit movements in a RTS like this, they'll get stuck half the time you ask them to move anywhere, unless you want micromanagement of unit movement to be 90% of the game, which I don't think anyone would find fun.
Re: 0 A.D. Release 28: Boiorix
#43Earlier quoted context omitted.
For me the main problem with 0AD multiplayer is that if any player loses their connection even for a moment for any reason, the game either halts completely or forks so that they can't rejoin. Quite frustrating, especially for longer campaigns. It's also impossible to save and restore in multiplayer.
This is one of the problems that BAR solves beautifully - a player could leave and rejoin later and the game would continue running just fine. An existing player can choose to take their stuff or not, or take it and give it back when the player rejoins. Truly elegant.
Re: 0 A.D. Release 28: Boiorix
#44I once randomly stumbled upon this in GNOME Software (alphabetical sorting). Was very happy to find such a quality title there.
Re: 0 A.D. Release 28: Boiorix
#45Earlier quoted context omitted.
I haven't played Beyond All Reason but looking at the system requirements I'm not surprised it is more fulfilling. 0 A.D. runs on a potato if you look at it threateningly, which makes it a good option to have on a throwaway machine for kids or somesuch.
My experience is the opposite: 0ad will lag on my laptop once thing become big. BAR will warn that it’s not compatible with my low end intel integrated potato gpu, but it works just fine..
I'll check BAR out.
Re: 0 A.D. Release 28: Boiorix
#46Earlier quoted context omitted.
For me the main problem with 0AD multiplayer is that if any player loses their connection even for a moment for any reason, the game either halts completely or forks so that they can't rejoin. Quite frustrating, especially for longer campaigns. It's also impossible to save and restore in multiplayer.
This is one of the problems that BAR solves beautifully - a player could leave and rejoin later and the game would continue running just fine. An existing player can choose to take their stuff or not, or take it and give it back when the player rejoins. Truly elegant.
Re: 0 A.D. Release 28: Boiorix
#47Re: 0 A.D. Release 28: Boiorix
#48Earlier quoted context omitted.
Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…
> I don't see why units need pathfinding anyway. I'm sorry but huh? It's a RTS game, aren't moving units around on the map kind of a fundamental part of the genre and this game? > Realistically soldiers should head in the right compass direction and hope for the best If you implement unit movements in a RTS like this, they'll get stuck half the time you ask them to move anywhere, unless you want micromanagement of un…
Re: 0 A.D. Release 28: Boiorix
#49Earlier quoted context omitted.
This is one of the problems that BAR solves beautifully - a player could leave and rejoin later and the game would continue running just fine. An existing player can choose to take their stuff or not, or take it and give it back when the player rejoins. Truly elegant.
What is BAR?
"Currently in development". It's got robots.
Re: 0 A.D. Release 28: Boiorix
#500ad is a fun game but the last few times I have tried to play it with my friends it lagged very bad once a few units were moving around. I actually was able to get it to play kind of normal by hacking the pathfinding code to give up after a fixed iteration count that was low. It worked kind of, but broke path finding a lot, obviously. The crux of the issue is that their simulation is single threaded. It's a complicat…
I feel like the issue is more that their pathing algorithm is very inefficient. Not sure why using multiple cores would solve the problem if the cause of the lag is that their pathing algorithm is cubic time or something
Some of the pathfinding is precomputed, some cannot be as it involves other units and formations.
Most other RTS games work around this by either relaxing the constraints or implement some amount of parallelism.