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play0ad

19 karma · joined February 21, 2021

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play0ad··on 0 A.D. Alpha 26: Zhuangzi
Obviously history plays a part there but V8 integration was not particularly better and mostly the high number of Nix users contributors over the years made it hard to use things made by GAFAMs.
play0ad··on 0 A.D. Alpha 26: Zhuangzi
It is although I'm not sure Spidermonkey (The js engine) has support for that.
play0ad··on 0 A.D. Alpha 26: Zhuangzi
See https://trac.wildfiregames.com/roadmap But basically more threading and optimizations. We're looking for experienced C++ programmers mainly. Javascript experience is mostly needed for gameplay, ai, random map generation and GUI layout.
play0ad··on 0 A.D. Alpha 26: Zhuangzi
Would be fun as a mod. We once started a mod with Spring 1944's assets but it didn't take on. It's there https://github.com/0ADMods/pyrogenesis-1944
play0ad··on 0 A.D. Alpha 26: Zhuangzi
It has gotten better with pathfinder threading but the js is still running in one core...
play0ad··on 0 A.D. Alpha 26: Zhuangzi
Glad you like them :)
play0ad··on 0 A.D. Alpha 26: Zhuangzi
Thank you!
play0ad··on 0 A.D. Alpha 26: Zhuangzi
Well it's open source, so it's up to them :)
play0ad··on 0 A.D. Alpha 26: Zhuangzi released
Thanks for making a post here again! :)
play0ad··on 0 A.D. Alpha 24: Xšayāršā
Brian Broll will be taking about 0 A.D. today between 11:10 and AM–12:25 PM PCT for Microsoft 's AI and Gaming Research Summit. They seem to still accept attendance registrations. https://lnkd.in/d5y5Y37
play0ad··on 0 A.D. Alpha 24: Xšayāršā
Actually it's there Xšayāršā (pronounced Khsha-ya-ṛsha; IPA: /xʃajaːr̩ʃaː/) :)
play0ad··on 0 A.D. Alpha 24: Xšayāršā
We use Arcanist + Phabricator, but main repo is SVN yes. We also have two git mirrors.

We use Premake5 instead of CMake, for historical reasons. an attempt was made at Meson but it was too messy on Windows.

We only switched to C++17 because Mozilla's SpiderMonkey headers required us to. Else we'd still be at C++11

play0ad··on 0 A.D. Alpha 24: Xšayāršā
The problem is Spidermonkey for windows, as their build is pretty opaque, and they started calling some Windows APIs breaking compatibility. You get a nasty error if you try to run something there about a missing Kernel32 function

For macOS, you can actually build for > 10.12 BUT the build will only be compatible with this. See https://code.wildfiregames.com/D2827 for more info about why the SDL2 broke stuff.

play0ad··on 0 A.D. Alpha 24: Xšayāršā
Fun fact that's the point, so we can "justify" artistic license for some things :D
play0ad··on 0 A.D. Alpha 24: Xšayāršā
It will totally work if you build from source ^^

I use this https://code.wildfiregames.com/P241 but basically you need only this after cloning and installing deps

cd build/workspaces && sh update-workspaces.sh -j4 cd gcc && make -j4

See also https://trac.wildfiregames.com/wiki/BuildInstructions

play0ad··on 0 A.D. Alpha 24: Xšayāršā
They do, they even have their own website. Their repo is closed source so we can't take any patch from them though. https://fork-ad.gitlab.io/
play0ad··on 0 A.D. Alpha 24: Xšayāršā
There is on trac.wildfiregames.com

One of the biggest but sadly not the only problem is pathfinder threading https://code.wildfiregames.com/D14

Other things like the messaging system could probably be threaded.

Rendering needs to run in another thread than simulation too.

Feel free to reach out to us on quakenet.org #0ad-dev. We're usually there on CET.

play0ad··on 0 A.D. Alpha 24: Xšayāršā
Hopefully we'll be selected for GSOC see: https://twitter.com/play0ad/status/1363607317653180419