0 A.D. Release 28: Boiorix
play0ad.com
0 A.D. Release 28: Boiorix
1–10 of 123 posts
Re: 0 A.D. Release 28: Boiorix
#2I mean, good news, but even going down the route of using pre rendered fonts in the first place seems misguided O_o
Unless you prerender every sentence, kerning issues must have been unbearable even for latin scripts
Re: 0 A.D. Release 28: Boiorix
#3[flagged]
Re: 0 A.D. Release 28: Boiorix
#4Incredible work folks. Can't wait to try it out. The Germans look cool!
Re: 0 A.D. Release 28: Boiorix
#5I mean, good news, but even going down the route of using pre rendered fonts in the first place seems misguided O_o Unless you prerender every sentence, kerning issues must have been unbearable even for latin scripts
It’s what everyone used back in the Quake 3 days.
Re: 0 A.D. Release 28: Boiorix
#60ad 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 complicated problem to do both deterministic and multi-threaded, but I feel some of us could help them.
Re: 0 A.D. Release 28: Boiorix
#7I tried to play this game once and sucked at it. There are people out there who are legitimately good at this, and that's awesome to see for an open source game
Re: 0 A.D. Release 28: Boiorix
#8[flagged]
...so? It's a hobby project, not a product. It's about the journey, not the result.
Re: 0 A.D. Release 28: Boiorix
#9[flagged]
Good thing for them they're at it to have fun, not to please you. And good thing for you they're not charging you for it if you do wanna try.
Re: 0 A.D. Release 28: Boiorix
#10Nerfing the Han minister unit makes me sad