Thyme, a Generals ZH reimplementation project. |
Thyme, a Generals ZH reimplementation project. |
11 Jan 2017, 16:14
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#1
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Group: Members Posts: 39 Joined: 11 January 2017 Member No.: 14208 |
I've just pushed the beginings of a Zero Hour reimplementation project to https://github.com/TheAssemblyArmada/Thyme if anyone is interested in contributing to such a project.
The project is using a similar approach to the one recently used successfully by the OpenRCT2 project. That is, the reimplementation is initially being implemented as a dll that is injected into the game run time that replaces the games functions with new implementations as they are written, allowing it to be reimplemented a bit at a time. I've already reimplemented the custom memory allocator the game uses as well as a couple of string classes. Its very early days for the project, but if anyone has some C++ knowledge and is interested in getting involved, drop by the #thyme channel on freenode.net IRC. When some significant progress has been made it should become possible to fix engine bugs and add additional features to the game. |
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8 Sep 2017, 14:34
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#2
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
skirmish and online,
for eg: building a usa powerplant placeing the very first scaffold on the map for the plant causes a 2fps drop for a second or 2, with a further 2 fps drop for a second once the construction is done and the scaffold goes. following usa powerplants dont. the fps drop happens for every structure and unit for the very first time its placed. weirdly avengers cause 5fps. the slowdows do come from several areas. connections (player side) amount of units on the field amount of players in the match map size has a low impact Weather effects are horrendous on performance, regardless of the players cpu, gpu, ram, graphics settings. (they do need an overhaul on performance but are hard coded to the engine) Length of the match ( 1 hour is average the longest a match can go b4 the game nopes out) the game engine only uses 1 cpu core. -------------------- |
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13 Sep 2017, 11:52
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#3
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Group: Members Posts: 39 Joined: 11 January 2017 Member No.: 14208 |
skirmish and online, for eg: building a usa powerplant placeing the very first scaffold on the map for the plant causes a 2fps drop for a second or 2, with a further 2 fps drop for a second once the construction is done and the scaffold goes. following usa powerplants dont. the fps drop happens for every structure and unit for the very first time its placed. weirdly avengers cause 5fps. the slowdows do come from several areas. connections (player side) amount of units on the field amount of players in the match map size has a low impact Weather effects are horrendous on performance, regardless of the players cpu, gpu, ram, graphics settings. (they do need an overhaul on performance but are hard coded to the engine) Length of the match ( 1 hour is average the longest a match can go b4 the game nopes out) the game engine only uses 1 cpu core. Yeah, that does sound like a lazy load, once we get to the asset loading code it may be possible to have more of the assets loaded up front or push the loading into a background thread on the idea that it will finish loading before the player actually needs it. I'm surprised that player count has much of an impact other than there generally being more units when there are more players. Weather effects I'll bet are being done largely on the CPU from the impact you describe, again once we control the code for them we can look at options for improving it such as having the GPU do more of the work if it isn't already the case. Does anyone know if any/all of these issues affect the macOS port in the same way? I realise testing multiplayer on it is no longer possible, but a general idea of the state would be useful. |
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