Search found 6 matches

by risorgimento59
Fri Sep 30, 2016 12:23 pm
Forum: Scourge of War: Waterloo
Topic: Regiments marching through each other
Replies: 79
Views: 2418

RE: Regiments marching through each other

<t> Some points were raised (with screenshots) in thread "Some practical suggestions to prevent unrealistic ai formation behavior!" too.<br/>
<br/>
HITS is a brillant and unique style to play wargames for sure.<br/>
But it's certainly far from being realistic as by SOW.<br/>
Command & control ...
by risorgimento59
Wed Jul 20, 2016 5:06 pm
Forum: Scourge of War: Waterloo
Topic: Regiments marching through each other
Replies: 79
Views: 2418

RE: Regiments marching through each other

<t> Sorry for necroposting, but I was looking at this lately.<br/>
<br/>
"Congas" seems to happen when you set a destination location that exceeds the (-90°,+90°) range from the current unit facing.<br/>
Being the formation always aligned with the actual marching direction, rightmost slots cross ...
by risorgimento59
Wed May 27, 2015 1:13 pm
Forum: Scourge of War: Waterloo
Topic: SCALE
Replies: 106
Views: 2211

RE: SCALE

<t> Just for the sake of completeness...<br/>
Nowadays, using well-known techniques like chunked-LOD, background resources preparation, virtual texturing and some precision workarounds to avoid jitters and depth-buffer problems, you could theoretically draw one detailled and richly populated ...
by risorgimento59
Wed May 27, 2015 11:57 am
Forum: Scourge of War: Waterloo
Topic: SCALE
Replies: 106
Views: 2211

RE: SCALE

<t> Level-of-detail and batching are optimization techniques being truth since prehistoric game programming.<br/>
I repeat myself, the problem is they require more research and development costs than brute-force approaches.<br/>
Period.<br/>
Don't think I'm trolling.<br/>
I appreciate NSD's work ...
by risorgimento59
Mon May 25, 2015 12:12 pm
Forum: Scourge of War: Waterloo
Topic: SCALE
Replies: 106
Views: 2211

RE: SCALE

<t> I'm sorry to contradict Jim, but current computer technology perfectly allows rendering 210K billboarded quads.<br/>
Say you catch them all within a camera's single scene, which is the absolute worst case (!), people wouldn't even notice if you're going to display triangles or quads.<br ...

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