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Beyond All Reason Multithreaded

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3 years ago
I did see this today:
https://www.gamingonlinux.com/2021/11/beyond-all-reason-is-shaping-up-to-be-a-truly-massive-rts/



https://www.beyondallreason.info/news/groundbreaking-engine-improvements-are-live-multithreaded-pathing-and-new-renderer-deployed

https://github.com/beyond-all-reason/spring

what you think about this ? can Zero-K use Multithread too or it would desync/bug/etc... ?
+4 / -0


3 years ago
BAR has well and truly succeeded in capturing talent.
+5 / -0
3 years ago
Too bad no one plays BAR except for Chicken co-op
+0 / -0
beyond seem to be using modified springrts engine
i think zero-k use original springrts engine

https://github.com/beyond-all-reason/spring

edit: apparently the said engine is being tested, http://zero-k.info/mediawiki/index.php?title=Engine_Testing
+2 / -0
3 years ago
Based on the blog post, some of the changes seem very reasonable (making path finder multi-threaded). It would be interesting to know how much the people developing that engine are interested in other games rather than BAR.
+0 / -0


3 years ago
https://discord.com/channels/278805140708786177/911790552687730689/911792878563495936

quote:
afaik the current minimum technical requirements for adoption are:
- Replace the reclaim highlight shader with something that works. We have the old non-shader version around still as a fallback. Perhaps that is sufficient.
- Make commander skins work. If worst comes to worst, we could simply add a few thousand unitdefs that use different models to achieve this. Perhaps swapping out models (or just texture) could be an engine feature to make this less painful.
- Update circuit AI. This involves adding builds for the new engine, configuring chobby to deploy them, then having it pick which one to use based on the target engine. This system has existed before to allow us to straddle two engines without reupdating everything.
- Make CUS disabable, probably with something like the FPS detection in BAR.
this is just what is technically required. It will still need more testing to find out how many people have issues, then fix them


Anyone can test the existing state of it via the link already posted above: http://zero-k.info/mediawiki/index.php?title=Engine_Testing

Test games have been played and mostly work.

I'm not big fan of the video as I like to announce things when they are closer to being done, and the improvements seem to be a work in progress even on the BAR side. But that is most likely just me not being suited to marketing.
+6 / -0

3 years ago
Rising tide floats all boats ... that are open source!

A touch more performance would be welcome in the largest battles.
+3 / -0
3 years ago
And ghostly limit of 32 players will go away?

😀
+0 / -0
lets dream a bit http://zero-k.info/Maps/Detail/7311

+0 / -0
I didn't know that BAR existed, thanks for sharing.
Here is a fair comparison between zk and bar.
I like simple economy and tech in zk. BAR skins and sounds are amazing (closer to the original TA).
+0 / -0
3 years ago
ByAR looking very good and I'm playing it sometimes. However BAR battles is not very dynamic, looks more classic, the whole game looks like very original Total Annihilation in modern days and it delights. So, everynight teams battles in Zero-K is incredible and irreplaceable.
+1 / -0

3 years ago
BAR is perhaps easier to get started playing than Zero-K, and Zero-K perhaps has more depth.

There is a thread about how to promote Zero-K and I've read somewhere about it being hard to attract developers. On the first point, I think Zero-K and BAR ought to cross-promote each other and highlight the shared heritage and complimentary play styles. On the second point, I think BAR is delivering, indirectly, but nonetheless delivering engine development for Zero-K. Happy times.
+0 / -0

3 years ago
i try to drag fellow MC clanmates to run testgames with the engine
+1 / -0
3 years ago
my laptop cant play bar but can play zk, zk better :)
+1 / -0
3 years ago
I tried to play one or two BAR games but it is just inferior in almost any way, imo. The only plus I see is better menu design. It supports only 16 players in a game; has a much smaller community; doesnt have many features zk has and we take for granted; dumb AI; no unit AI (units do not automatically kite, etc.); no terraform; not-flat tech tree is a pain, I really appreciate how easy is to plop any factory or start any building. If you wanted to want to build a something like a singu or a strider in BAR, you have to build a T1 factory with your commander (his build options are extremely limited), get a constructor, build a T2 factory, build a constructor from that T2 factory and build a strider factory with this T2 builder. And, for example, if you plopped a T1 bot factory and you want to get some T2 tank/airplane, you first have to build a T1 tank/airplane fac, then appropriate builder, and then T2 tank/airplane fac. And also, only T2 constructors can build advanced singus, a superweapon, etc.
Plus, all BAR units feel pretty same to me. I like how Zero-K really emphasizes that all projectiles, interactions, etc. are based on some in game physics. Take Sumo, for example - it destroys units by throwing them around and letting them get killed with colision damage. In BAR, there are no cool and unique units like that.
+5 / -0

2 years ago
Hey, can I get a comment from a dev about the state of the updated BAR engine in ZK?

* Do we have all the multithreaded pathfinding goodness now?

* What openGL spec is optimal (any flavor of openGL 4)?

(I'd like to be able to claim I can feel the speedup, but honestly the lobsterpot is all over the place on performance anyway.)

Also related: I see that comparing a new-ish Radeon RX5500 vs a 5-years-of-service GF GT1030, the water effects are worse on the Radeon. (Both on Windows in this case.) This has long been the case, I'm sure its not news to you. Is this AMD making poor drivers, or because their Windows drivers are not standards-compliant, or because ZK is using some nVidia-specific shaders, (etc)?
+0 / -0