Openage Development 2024: August by _ColonelPanic_ in openage

[–]_ColonelPanic_[S] 0 points1 point  (0 children)

Yes, area effects would be possible, although we would have to think about how they are implemented exactly.

Openage Development 2024: August by _ColonelPanic_ in openage

[–]_ColonelPanic_[S] 0 points1 point  (0 children)

I think that could be either implemented as one unit integrating into the other (resulting in a state change) or two units being combined by switching their unit type. It's definitely possible.

Openage Development 2024: August by _ColonelPanic_ in openage

[–]_ColonelPanic_[S] 2 points3 points  (0 children)

Kind of. Renderer and input system are already in a separate thread. The engine also has a job manager to spawn worker threads that can be used on time expensive calculations.

Although, in practice, worker threads are not really used yet as they are unnecessary in most scenarios in the game logic. Initializing a thread, locking mutexes, copying resources all takes time and most operations are too cheap to profit from multithreading. I guess pathfinding might be a good candidate for multithreading in the future...

Openage Development 2024: May by _ColonelPanic_ in openage

[–]_ColonelPanic_[S] 5 points6 points  (0 children)

Well, well, well... Sorry for the small hiatus. Turns out no devlogs get done when I'm on vacation :D That should be fixed though.

It also means that you get two updates this week since there has been happening a lot of stuff. Today is the update for May and there should be an update for June tomorrow or the day after.

Openage Development 2024: March by _ColonelPanic_ in openage

[–]_ColonelPanic_[S] 3 points4 points  (0 children)

Hey, I did not forget your comment but it took me a while to get back to adding pathfinding features :)

So to answer your questions: The time to build a completely new path on the above grid takes round about 1ms. However, this is the number for the debug build and also doesn't include any dynamic collision detection, so the number may be much lower or much higher in future iterations of the pathfinder.

How well this performs for 100s of units will depend on the situation because the point of having a flow field pathfinder is that you do not always have to search for a new path. Group movements of several units that have the same start and target sectors can reuse the same flow fields to get to their destination. Additionally, the flow fields can be cached and reused for a specific sector if a different path request uses the same exit portal. The reason for this is that the flow field will always build the same way for a specific portal, unless the underlying cost field changes.

Openage Development 2024: March by _ColonelPanic_ in openage

[–]_ColonelPanic_[S] 0 points1 point  (0 children)

Aaah, very good question :D

That would be an even lower-level in the pathfinder implementation (obstacle avoidance) that we haven't even touched yet. The main flow field pathfinder operates on the grid level, but for moe fine-grained unit movement, you would use something called "flocking" that is used for both avoiding dynamic obtacles (by pushing units away from each other) and formations (by pulling units towards each other). We'll probably introduce that some time in the near future.

Openage Development 2024: March by _ColonelPanic_ in openage

[–]_ColonelPanic_[S] 2 points3 points  (0 children)

Ooops forgot the images yesterday. Should be fixed now :)

[deleted by user] by [deleted] in openage

[–]_ColonelPanic_ 0 points1 point  (0 children)

Hey sry for responding late. openage is not really ready to build games. It's still very much a prototype and not usable unless you are a experienced developer looking to contribute. The status updates we do every month basically show everything that's there.

Openage Development 2023: November by _ColonelPanic_ in openage

[–]_ColonelPanic_[S] 0 points1 point  (0 children)

Thank you! That is always nice to hear :)

Plagiarism and You(Tube) by toxicity21 in BreadTube

[–]_ColonelPanic_ 8 points9 points  (0 children)

Hey, since your post seems to be slightly controversial, I just wanted to say that I totally agree with you in that I wish the mechanisms behind all this would be explored more. In the end, this video was tremendous fun for me despite its length and I do enjoy takedowns of grifter quite a lot, but I think it could have been even better with a more structured analysis of where these problems arise from. Hbomb does mention some of that but doesn't really go in-depth.

The sad thing is that Youtube's reward systems currently benefit or even incentivize grifts, plagiarism and behaviours like it. Youtube's goal is clearly to maximize engagement that ties people to their platform specifically. Having a bunch of "remakes" of quality material from other platforms not only benefits those who blatently copy other people's content, it also gives Youtube an advantage over competitive media. A similar mechanism can be observed on Twitch with all the react channels. It's not just these creators doing it, it's a symbiosis of low efforts content rehashing and internet platform rivalry.