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0 A.D. Release 28: Boiorix

play0ad.com

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Re: 0 A.D. Release 28: Boiorix

#2
I 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

#5
post #2

I 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

#6
0ad 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.

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