Search found 119 matches
- 04 Apr 2012, 10:48
- Forum: General
- Topic: separate threads
- Replies: 9
- Views: 6583
Re: I want to join
In theory there could be many threads (music, AI, the different subsystems), the OS balances the threads across available logical CPUs. It really depends on the threading implementation though. Background music should also sit in apart thread as it is just 'mood' music anyway. This keeps it out of ...
- 03 Apr 2012, 21:44
- Forum: General
- Topic: separate threads
- Replies: 9
- Views: 6583
Re: separate threads
I skip read the multithreading part of the ØMQ intro, but it didn't ever sell me on why I should use it? Or the performance/api benefits over TBB or something like that. It also isn't used as much, so hasn't generated as much documentation/questions. Compare the result in google of "ØMQ thread ...
- 01 Apr 2012, 17:35
- Forum: Organisation and Planning
- Topic: Projected release date with all currently-planned features.
- Replies: 23
- Views: 40626
Re: Projected release date with all currently-planned featur
The bigger problem I see is 1.1, which will (I assume) take several years after the release of 1.0 due to arguing over the scripting language
- 30 Mar 2012, 13:05
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66328
Re: Water Rendering
Assuming we are going to thread the AI (because not threading it makes no sense) I am sure we could hack this to use the provided AI system later. As the AI should have enough knowledge to compute the distance from the player to water and given that it would be running on another core and doesn't ha...
- 29 Mar 2012, 13:31
- Forum: Organisation and Planning
- Topic: Logo and designs
- Replies: 192
- Views: 83898
Re: Logo and designs
We can have a new logo and keep the good old site design. Don't know what you mean, the site design is the same I only changed header image and background As in keep the site the way it is. (Or maybe replace the white OpenMW text? with the new logo onto the old image?) I <3 that artwork at the top ...
- 29 Mar 2012, 10:46
- Forum: Organisation and Planning
- Topic: Lapsed developers
- Replies: 17
- Views: 9470
Re: Lapsed developers
Some other Open Source projects must have run into this issue. You could always go and ask them to see what they did to solve it?Zini wrote:The coordination overhead would probably kill any advantage this gains us.Time for a duo of project leads?
- 28 Mar 2012, 18:42
- Forum: Organisation and Planning
- Topic: Logo and designs
- Replies: 192
- Views: 83898
Re: Logo and designs
With the lighting effect is better IMHO
- 28 Mar 2012, 09:48
- Forum: General Development
- Topic: OGRE 1.8
- Replies: 38
- Views: 21404
Re: OGRE 1.8
Probably due to the old terrain in that branch.
- 27 Mar 2012, 14:52
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40796
Re: Terrain
Solution: Don't touch ATI with a bargepole?
It would be possible to write a fallback material that didn't use shaders I think. The downside of this is that it is a lot of extra work and probably wouldn't be as fast as the shader version. It is also quite a lot of work.
It would be possible to write a fallback material that didn't use shaders I think. The downside of this is that it is a lot of extra work and probably wouldn't be as fast as the shader version. It is also quite a lot of work.
- 27 Mar 2012, 14:14
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40796
Re: Terrain
I should have fixed the issues mentioned above.
I am right in saying the main issue now is the crash when terrain is integrated with the physics engine?
I am right in saying the main issue now is the crash when terrain is integrated with the physics engine?