Jump to content

  • Log In with Google      Sign In   
  • Create Account


rnlf

Member Since 03 Jul 2012
Offline Last Active Today, 03:29 AM
-----

Posts I've Made

In Topic: Vim Editor?

30 July 2014 - 05:07 AM

Vim+ctags is so fast to navigate huge code trees...


In Topic: Vim Editor?

29 July 2014 - 12:47 AM


learning to be a vim ninja would take up too much of it.

 

The thing is, you invest some time to learn vim, but you get the time back by spending less time to do stuff afterwards.


In Topic: Vim Editor?

28 July 2014 - 03:20 AM

Are there even other editors besides vim?

 

vim ist the only editor I can use with a low enough wtf/min ratio to not go crazy.


In Topic: How to avoid "stacks of doom" in 4X?

15 July 2014 - 10:13 AM

Even the supply line idea is present in MoO, but by the time it would be needed to balance the game, it doesn't matter anymore.

 

In MoO, ships have a limited range, based on their fuel cell technology. If a ship is stranded too far away, it will automatically return to the closest colony (which doesn't make any sense, considering that it was limited by the fuel cells, but whatever). So if you the closest colony to your currently targetted system, your attack will be cancelled. Too bad, after a while you can research better and better fuel cells, resulting in Thorium Fuel Cells which provide infinite range. So while this again limits the expansion in the early game, it is useless in the end game.

 

I really wonder if all these things were added in that fashion to make for more challenging middle games and quick end games or if it was actually just a balancing error.

 

Maybe they decided it was not desirable to have a more balanced end game because the game would get too slow paced then. That's a really interesting question for me, as I never thought about similar game design issues yet...


In Topic: What is software rendering really?

15 July 2014 - 09:29 AM

Depends. If your output device is a local monitor, you usually need some kind of video adapter (you could also write your renderings to a file, networks stream, printer, ...).

 

But if you want it to be visible on the screen, you copy (or let the operating system copy) your prerendered image to the video memory. In that case, the only thing the video adapter does is to output the image data to the screen.

 

In hardware rendering, you do the same, the difference is that you don't first use the CPU to do the rendering work but some hardware accelerated mechanism. But the stuff that happens after rendering is exactly the same with the same hardware parts involved. That's why it's usually (or was at least at some point) called hardware accelerated rendering.


PARTNERS