Echoes of the Imperium (4X Strategy Game)

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Lap
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Re: 4X Space Game (Tech Demo Released)

Post by Lap »

Ah the woes of multiplatform development. I have absolutely no way of replicating such crashes at the moment. Same crash as in your last post or something different?
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Robin
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Re: 4X Space Game (Tech Demo Released)

Post by Robin »

Lap wrote:Same crash as in your last post or something different?
Same I think.
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Lap
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Re: 4X Space Game (Tech Demo Released)

Post by Lap »

I don't think that line exists on the SVN anymore. Has to be something new (unless you didn't update after you reported it).
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Robin
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Re: 4X Space Game (Tech Demo Released)

Post by Robin »

Oh great. It doesn't error anymore.
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Lap
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Re: 4X Space Game (Tech Demo Released)

Post by Lap »

The next great technical hurdle I have to surpass is how to best implement threading.

I've been searching for ways to make use of threads to reduce the loading times and of course threads come to mind. However, the major problem here is that almost all the resource loading is in images, which apparently has problems. I've tried out stuff like:

http://love2d.org/forums/viewtopic.php? ... ead#p18443

but nothing seems to function well when trying to thread load multiple images.
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appleide
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Re: 4X Space Game (Tech Demo Released)

Post by appleide »

NOoooooooo. :(
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Lap
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Re: 4X Space Game (Tech Demo Released)

Post by Lap »

It was a tough decision on whether or not to use framebuffers at first. I don't want to exclude all the older laptops that should by all means be able to play a 2D turn based game. After I saw the FPS boost I got there was no turning back. 40 FPS -> 250+ FPS. Now I have framebuffers all over the place and they are just way too handy not to have.

If anyone is still interested in helping out with code or drawing sprites/icons let me know. It's coming along nicely, but there is still plenty to do.
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BlackBulletIV
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Re: 4X Space Game (Tech Demo Released)

Post by BlackBulletIV »

You're using Po2 compatible framebuffers right? If so, what size? If not, then you'll definitely want to, even if the rest of the pixels aren't used.
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Lap
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Re: 4X Space Game (Tech Demo Released)

Post by Lap »

It's actually not possible to have a framebuffer that isn't po2 compatible. Love requires it.

Even if I only need say 500 pixel width I just do

nearestPowerofTwo(500)

function nearestPowerofTwo(num)
return 2^(math.ceil(math.log(num)/math.log(2)))
end

and I'll get 512. Not all the images I use are PO2, but most are.
Last edited by Lap on Sun Jul 10, 2011 1:47 pm, edited 1 time in total.
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slime
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Re: 4X Space Game (Tech Demo Released)

Post by slime »

Lap wrote:It's actually not possible to have a framebuffer that isn't po2 compatible. Love requires it.
Huh? No it doesn't. I use screen-sized (non-PO2) framebuffers in my personal code all the time. All this power-of-two and framebuffer shenanigans really depends on your video card and video drivers.
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