#51 2015-02-26 13:42:05

spikeymikey0196
Member

Re: tech thread

Could we perhaps make glass do this also, if anyone is willing to intergrate it :3
Chromatic Abberation and Refraction

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#52 2015-03-06 05:55:10

ThaOneDon
Member

Re: tech thread

06/03/2015

Scripting
LuaJIT
Lua

Last edited by ThaOneDon (2015-03-06 05:55:54)

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#53 2015-03-06 08:37:54

ImNotQ009
Moderator

Re: tech thread

ThaOneDon wrote:

06/03/2015

Scripting
LuaJIT
Lua

Ahem. https://octaforge.org/

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#54 2015-03-06 12:38:17

ThaOneDon
Member

Re: tech thread

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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#55 2015-03-09 13:30:29

ThaOneDon
Member

Re: tech thread

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#56 2015-03-17 12:44:33

ThaOneDon
Member

Re: tech thread

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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#57 2015-03-17 14:59:26

ImNotQ009
Moderator

Re: tech thread

ThaOneDon wrote:

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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#58 2015-03-17 15:08:05

ThaOneDon
Member

Re: tech thread

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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#59 2015-03-17 15:12:21

q66
Member

Re: tech thread

ThaOneDon wrote:

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

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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#60 2015-03-17 15:13:54

ThaOneDon
Member

Re: tech thread

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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#61 2015-03-17 15:15:23

q66
Member

Re: tech thread

ThaOneDon wrote:

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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#62 2015-03-17 15:17:11

ThaOneDon
Member

Re: tech thread

Alright

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#63 2015-03-17 15:34:48

q66
Member

Re: tech thread

ThaOneDon wrote:

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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#64 2015-03-17 16:52:00

ThaOneDon
Member

Re: tech thread

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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#65 2015-03-17 21:00:41

q66
Member

Re: tech thread

ThaOneDon wrote:

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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#66 2015-03-18 18:07:24

ThaOneDon
Member

Re: tech thread

Alright fixed

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#67 2015-03-24 00:31:16

ThaOneDon
Member

Re: tech thread

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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#68 2015-03-25 01:56:40

weej
Member

Re: tech thread

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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#69 2015-03-29 02:25:10

ThaOneDon
Member

Re: tech thread

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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#70 2015-03-30 05:26:01

chasester1
Member

Re: tech thread

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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#71 2015-04-02 20:53:37

Calinou
Moderator

Re: tech thread

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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#72 2015-04-10 22:57:02

ThaOneDon
Member

Re: tech thread

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#73 2015-04-26 18:55:25

ThaOneDon
Member

Re: tech thread

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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#74 2015-04-28 14:29:32

Pritchard
Member

Re: tech thread

I somewhat doubt that the entire engine is going to switch over. Wouldn't really be the same game :p

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#75 2015-04-28 21:47:24

ThaOneDon
Member

Re: tech thread

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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