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Author Topic: Future of the Fortress: The Development Page  (Read 1610356 times)

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Re: Future of the Fortress: The Development Page
« Reply #3150 on: January 24, 2011, 03:59:53 pm »

Yeah, though minecraft seems to do OK when it comes to light.
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ChristmasDwarf

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Re: Future of the Fortress: The Development Page
« Reply #3151 on: January 24, 2011, 04:12:05 pm »

Toady seems to be much more involved in creating new content. Though, ho ho who am I to ask for some bug-fixes?
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nenjin

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Re: Future of the Fortress: The Development Page
« Reply #3152 on: January 24, 2011, 04:53:50 pm »

I believe, once the bees are sorted out, that it's only a little more time until the caravan arc, and the new animals and stuff go live, and he goes into a serious bug fixing phase. I think he wanted to strike a balance between Fort and Adventure mode features for the next release, since the last one was pretty much all about Adventure mode. Otherwise he'd probably have been on to bug fixing by now.
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Re: Future of the Fortress: The Development Page
« Reply #3153 on: January 24, 2011, 05:53:47 pm »

Yeah, though minecraft seems to do OK when it comes to light.

Absolutely. This is because Minecraft does not feature any moving light source. At all (the sun is global light). I think it's one of the reasons why you can't walk with your torch lit.
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abadidea

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Re: Future of the Fortress: The Development Page
« Reply #3154 on: January 24, 2011, 06:39:40 pm »

Yeah, though minecraft seems to do OK when it comes to light.

I assume that's hardware-accelerated. Realtime 3D lighting is one of the reasons we pay $300 for those video cards :)

Speaking of which: I am excite. I am getting a new computer and moving from 1.6ghz per core to 3.0ghz. Full-speed Dwarf Fortress ahoy  :D :D :D
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Re: Future of the Fortress: The Development Page
« Reply #3155 on: January 24, 2011, 06:41:09 pm »

Yeah, though minecraft seems to do OK when it comes to light.

I assume that's hardware-accelerated. Realtime 3D lighting is one of the reasons we pay $300 for those video cards :)

Speaking of which: I am excite. I am getting a new computer and moving from 1.6ghz per core to 3.0ghz. Full-speed Dwarf Fortress ahoy  :D :D :D

somehow I read that as "I am enzyte!"  :o

You getting a single core or more?
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MrWiggles

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Re: Future of the Fortress: The Development Page
« Reply #3156 on: January 24, 2011, 06:42:56 pm »

Is it planned to implement in 2011 one of the top* suggestions from DF Eternal Suggestion Voting?
*one of top 4?

Toady has said repeatedly that any of the top ten ESV not on the Dev page are planned to be implemented sooner then later. As for a time table, well Toady seems to be on Valve time.
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Re: Future of the Fortress: The Development Page
« Reply #3157 on: January 24, 2011, 06:52:35 pm »

Yeah, though minecraft seems to do OK when it comes to light.

I assume that's hardware-accelerated. Realtime 3D lighting is one of the reasons we pay $300 for those video cards :)

Speaking of which: I am excite. I am getting a new computer and moving from 1.6ghz per core to 3.0ghz. Full-speed Dwarf Fortress ahoy  :D :D :D

somehow I read that as "I am enzyte!"  :o

You getting a single core or more?

1.6ghz 3-core to 3.0ghz 2-core. I am still keeping the old computer actually since it's still only a year old and pretty great. It's just that my dad got a promotion and all  :D :D :D

But before that I had the same 2.8ghz mono pentium 4 for five whole years. It ran DF mighty fast.
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Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #3158 on: January 24, 2011, 08:05:56 pm »

It will be used for candles, I'm sure, once lighting goes in. That's by far one of my most anticipated additions that nobody ever talks about, incidentally.
Probably everyone is just too scared to even think about consequences of introduction of dozens of dynamic light sources. Even if Toady keeps it to binary light/dark state, re-calculating FOVs for them will be devastating fps-wise.
We already have a binary light/dark state. Right there with inside/outside.
It wouldn't be an FPS thing anyway, since the data only needs to be altered when it changes. Candles don't think, they just sit there and spread their light. Even with a brightness number (say, from 0 to 255, expressed in-game with a different word in a different color for different ranges of values) it's just assigning a number to a tile. The only potentially hazardous thing is how dwarves deal with areas that are too dark to see.
Yeah, though minecraft seems to do OK when it comes to light.

Absolutely. This is because Minecraft does not feature any moving light source. At all (the sun is global light). I think it's one of the reasons why you can't walk with your torch lit.
It should be pretty rare in a fortress, too. For each moving light source, that's still not much compared to pathfinding. And there should be way fewer mobile light sources than mobile pathfinders (and less than mobile pathfinding targets).
« Last Edit: January 24, 2011, 08:10:09 pm by Cruxador »
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Re: Future of the Fortress: The Development Page
« Reply #3159 on: January 24, 2011, 08:22:58 pm »

Heck and many lightsources would be so small the wouldnt have any effect on tiles outside there own - stuff like dragonflys and fairys. Candles etc. , unless they stack, shouldnt be to strong either. 
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Re: Future of the Fortress: The Development Page
« Reply #3160 on: January 24, 2011, 08:33:30 pm »

I recall there being a big Lighting Arc thread, and if I recall correctly one of the supposed issues, was with spotting in different light issues, shadows, and converging light sources.
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Shadowfury333

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Re: Future of the Fortress: The Development Page
« Reply #3161 on: January 24, 2011, 08:36:43 pm »

Well, candles would have to change lighting calculations every time nearby tiles are changed, or if constructions are built. There are ways to optimize this, by only checking if they are nearby, but it's not quite as cheap as only updating with new candles. That being said, the light would be static, so after the light calculations are done it won't have an added impact.
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Re: Future of the Fortress: The Development Page
« Reply #3162 on: January 24, 2011, 08:44:13 pm »

I recall there being a big Lighting Arc thread, and if I recall correctly one of the supposed issues, was with spotting in different light issues, shadows, and converging light sources.

This it?
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tps12

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Re: Future of the Fortress: The Development Page
« Reply #3163 on: January 24, 2011, 09:46:33 pm »

Absolutely. This is because Minecraft does not feature any moving light source. At all (the sun is global light). I think it's one of the reasons why you can't walk with your torch lit.

There's a mod that lets you walk with your torch lit. It's not a lot of computation, it just looks weird when animated because the light changes in big chunks.
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MrWiggles

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Re: Future of the Fortress: The Development Page
« Reply #3164 on: January 24, 2011, 09:51:21 pm »

I recall there being a big Lighting Arc thread, and if I recall correctly one of the supposed issues, was with spotting in different light issues, shadows, and converging light sources.

This it?

I think so.
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