Author Topic: Frankenstein (sort of) lives: AI War Unity porting work  (Read 21256 times)

Offline x4000

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #15 on: August 26, 2010, 09:54:05 pm »
Cool stuff.  And hopefully the nicely antialiased and stored version in unity would be more readable than what's on the site, but I certainly wouldn't count on that.

Granted, I could also just keep using Pfenning for the very smallest fonts (which I might do, anyway), and then use something like this for the midsized fonts, which are all more like 14-16 pt.
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Offline Lancefighter

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #16 on: August 26, 2010, 10:09:01 pm »
they both look nice (preferring the regular) but they do seem to be hard to read a 12pt level... Of course, I would love to see either of them ingame, i dont need to read particularly much :p
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Offline Spikey00

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #17 on: August 26, 2010, 10:58:03 pm »
Yeah, it would depend on how they look in-game and legibility when small.

I see you have not chosen a font that looked like that particular one during the ZR transition!  Huzzah; er, I mean, I guess that's for the best... ;_;
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Offline x4000

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #18 on: August 27, 2010, 03:46:44 pm »
Progress, progress, progress!
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Offline Fleet

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #19 on: August 27, 2010, 06:16:00 pm »
Chris, this is not ugly at all. Development is beautiful!

Offline RCIX

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #20 on: August 27, 2010, 06:51:48 pm »
Yay! :)
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Offline Spikey00

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #21 on: August 27, 2010, 08:19:03 pm »
IT LIVES!
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Offline x4000

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #22 on: August 27, 2010, 09:27:58 pm »
I find it beautiful, too, but mainly in the code.  Although, it's beautiful to see some of the game shining through on the visuals, even if those visuals (the text in particular) are not as pretty as normal.
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Offline RCIX

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #23 on: August 27, 2010, 09:52:40 pm »
I find it beautiful, too, but mainly in the code.  Although, it's beautiful to see some of the game shining through on the visuals, even if those visuals (the text in particular) are not as pretty as normal.
That's mainly because (most of) the text is (mostly) white and the background is too :P
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Offline Spikey00

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #24 on: August 27, 2010, 11:29:29 pm »
Promise me that you will implement the colony ship before the rest of the stuff?  I would very much so appreciate that.



If you do, maybe that caption above will come true too...
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Offline RCIX

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #25 on: August 28, 2010, 12:12:53 am »
I know that's supposed to be a joke, but it just comes off as weird to me... :/
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Offline Spikey00

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #26 on: August 28, 2010, 12:15:47 am »
No!  You shall not interfere with my plans, for they are completely serious in a way you may never understand.
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Offline Lancefighter

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #27 on: August 28, 2010, 12:18:15 am »
seriously crazy..
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Offline quickstix

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #28 on: August 28, 2010, 03:09:03 am »
That was fast.

Can't wait to see the benefits Unity brings to AI War.

Offline x4000

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Re: Frankenstein (sort of) lives: AI War Unity porting work
« Reply #29 on: August 28, 2010, 08:36:53 am »
One tidbit:

So, I was yesterday trying to figure out why savegames were loading so slow in ai war unity. It was taking 12 seconds to load the file off disk, and then about 50 seconds to parse it. Compared to, with the same machine and same save, maybe 6-8 seconds on ai war slimdx for the whole load process (it's an old save, and a largish one).

So, Arcen has access to the unity 3 betas, currently on beta 6. They are using a MUCH newer version of mono in the later versions of unity -- the other was circa 2007 or something, despite the fact that unity itself was much more up to date.

Anyway, what I eventually discovered was that the older versions o mono are just very slow at mass string parsing, and at loading large files. The NEW version, however, seems faster at those things than .net. With no other changes, just upgrading from the latest stable version of unity 2 to unity 3 b6, the load time for the savegame stopes to 2-4 seconds. And the init time for the game itself dropped to under 2 seconds. Granted, it's not loading all the graphics yet, but most of that is streamed in asynchronously and so won't be a worry on app load.

Oh, and during the run of the simulation with the full sim and ai thread and all that, but just the barebones graphics you see above, I was seeing a roughly 15-20 fps speed gain just from te upgrade, too. That's a notable increase in simulation performance! How exactly that compares to ai war slimdx at this time is hard to quantify for sure, but it's favorable from what we can tell.

There have been a few games running unity v3 betas that have already been approves on the ios app store and on the android store, so apparently it's quite stable in the main. We had been wary of jumping to the beta too soon, but because of this (and other similar) benefits, ultimately it just made a lot of sense to do so. When unity v3 officially comes out, of course we will also switch tidalis to that, and that will have many improvements there, too. But the expectation is that v3 of unity will be out before ai war 4.0 officially launches.

Fingers crossed!
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