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Could we perhaps make glass do this also, if anyone is willing to intergrate it :3
Chromatic Abberation and Refraction
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Ahem. https://octaforge.org/
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Oh. Ok. Well its good to know someone is working at it. Cleaned up the post.
Last edited by ThaOneDon (2015-03-06 12:39:27)
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09/03/2015
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17/03/2015
Scripting
OpenResty's Fork of luajit2
(OctaForge uses the official one that has been dormant for year, this is a fork that still being updated)
Last edited by ThaOneDon (2015-03-17 12:44:47)
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17/03/2015
Scripting
OpenResty's Fork of luajit2(OctaForge uses the official one that has been dormant for year, this is a fork that still being updated)
http://repo.or.cz/w/luajit-2.0.git
Seems pretty alive to me
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Yeah i didn't clarify, a lot of stuff has changed for the better in fork and gets backported into official luaJIT if its compatible.
Project still hasn't seen any major updates for year and is feature locked/frozen.
https://groups.google.com/forum/#!topic … 2cpxWiP8Xk
Gist of it:
"My employer has been sponsoring Mike Pall to do new optimizations in LuaJIT according to OpenResty's requirements (and further prioritized by CloudFlare's business requirements). The sponsored items are mostly in 1) and 2) above. And new development can only happen in the v2.1 branch because the 2.0.x branch has been feature frozen for long. "
Last edited by ThaOneDon (2015-03-17 15:12:48)
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Yeah i didn't clarify, a lot of stuff has changed for the better in fork and gets backported into official luaJIT if its compatible.
Project still hasn't seen any major updates for year and is feature locked/frozen.
luajit 2.1 is getting new features. 2.0 is frozen because it's stable. 2.1 is official and not in any way affiliated with openresty.
please don't write misleading information like this.
octaforge can use either 2.0 or 2.1, depending on what's available in the system and what the engine is linked against.
Last edited by q66 (2015-03-17 15:13:41)
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Thats exactly what i wrote. I didn't know that OctaForge could be use both if its linked(its not written anywhere). So yeah.
Last edited by ThaOneDon (2015-03-17 15:14:57)
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Thats exactly what i wrote. I didn't know that OctaForge could be use both if its linked(its not written anywhere). So yeah.
then point people to official 2.1 branch of luajit instead.
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Alright
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Alright
Also, Lua is not an acronym, it's a Portugese word, so it's Lua, not LUA. Also, octaforge doesn't use the Lua language, it has its own language (octascript). LuaJIT is just a backend, the octascript compiler generates luajit bytecode.
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Why is LuaJIT called LuaJIT then?
Just kidding made it LUA and fixed.
Last edited by ThaOneDon (2015-03-17 16:53:42)
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Why is LuaJIT called LuaJIT then?
Just kidding made it LUA and fixed.
you misunderstood. the language is called Lua. You used "LUA" in several places, which is wrong. It should use "Lua" instead.
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Alright fixed
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24/03/2015
Tidied up the list
Ambient Obscurance/Occlusion
FFAO - Screen-Space Far-Field Ambient Obscurance
LSAO - Line-Sweep Ambient Obscurance
Last edited by ThaOneDon (2015-03-24 00:41:01)
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Hey there,
Thought this is something you could add to you "compression" section: https://github.com/richgel999/lzham_codec
Edit: To Anyone who tried reading the DOT AI engine thing and were perplexed when it 404'd, here's the link to the engine: https://github.com/FranciscoEstevez/DOT - sadly the wiki info wasn't ported over.
Last edited by weej (2015-03-25 11:13:24)
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I have avoided adding something like compression algorithms because thats an area that needs to be more examined, i have to look thru all the finished implementations before recommending anything specific.
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I dont think compression is really an issue, tesseract, cube, or really any mode hasnt have ever been over a gb (with the source files, making map files smaller really wouldnt do much for any one) it would be a clear waste of time
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We could use .xz compression instead of .gz on maps, however, it is slower, especially during compression (which means /savemap would take more time). Likewise, we could use .xz for releases.
Last edited by Calinou (2015-04-02 20:53:46)
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11/04/2015
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26/04/2015
LITHTECH JUPITER - base for the engine used in F.E.A.R. 2, also for Combat Arms (Multiplayer FPS) - GPL Licensed - Touchdown Entertainment (apparently released right before they disappeared)
Last edited by ThaOneDon (2015-04-26 19:10:18)
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I somewhat doubt that the entire engine is going to switch over. Wouldn't really be the same game :p
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Tesseract as an engine right now is incredible. A lot of the tech i have posted here might be somewhat better but theres a difference in how it performs in real life and on paper.
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