pathing still, but otherwise i think we have all the major stuff done at least for code. probly some small stuff left and bug fixes that we won't find til a little later :P On Tue, Jun 22, 2010 at 11:11 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Cool man. Did you have more engine to build or were you going to work on > scripting soon? > > Currently I have been working on trying to direct the town growth. Any > other scripting tasks are up for grabs =) > > > On Tue, Jun 22, 2010 at 9:50 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Ok well i did some stuff and it seems to have helped (wooo) and now we are >> CPU bound. >> >> I'm going to do some CPU optimizations to try and get us back up to higher >> frame rate then we should be back on track for movin forward with pathing >> and whatever else is coming up (: >> >> >> On Sun, Jun 20, 2010 at 1:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> it totally isn't helping unfortunately >>> >>> it looks though like the game just renders slowly in general and that the >>> roads just put it over the threshold so that GPU rand slower than CPU, but >>> that it ws taking up way too much time before too but didn't show up since >>> it was still > 60fps. >>> >>> im going to try to talk to my graphics programming buddy at work tomorow >>> and see where the problem could be :P >>> On Sat, Jun 19, 2010 at 10:28 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> sounds good man >>>> >>>> >>>> On Sat, Jun 19, 2010 at 10:25 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> this weekend im going to try and get a rendering optimization working >>>>> so that we can have roads that run at an acceptable frame rate. >>>>> >>>>> after that i think up next is path finding for the AI's and then i >>>>> *think* that's it for the tech thats needed for this first milestone and i >>>>> can help on the scripting front. >>>>> >>>>> there are other coding things todo like getting shadows working or the >>>>> water rendering nicely, but i want to distribute that polish type stuff >>>>> across multiple milestones so we can keep making forward progress >>>>> >>>> >>>> >>> >> >