Search found 42 matches
- 16 Oct 2005, 20:09
- Forum: TMW Classic
- Topic: Server Architecture Proposal
- Replies: 5
- Views: 3766
The idea of JEROME is to abstract all network/node related architecture away from the developer. It also handles dynamic node creation and loss, as any good cluster should. In terms of development it works much list Servlets/EJB development, where you write and implementation of an interface, and te...
- 16 Oct 2005, 19:59
- Forum: Player talk
- Topic: So am I a bad person?
- Replies: 52
- Views: 19363
- 16 Oct 2005, 16:17
- Forum: Support and Bug reports
- Topic: Gdb bt after crash in the desert outside town
- Replies: 4
- Views: 2462
- 16 Oct 2005, 07:53
- Forum: TMW Classic
- Topic: my wishlist (you may either like my ideas or not)
- Replies: 35
- Views: 18577
It depends on the look you are going for. When I have implemented the above method, I restrict all lighting to tile-based (a la Diablo). http://rpgdx.net/uploads/screenshot396.png EDIT: and a good way to do THIS is to have a tilespace lightmap as big as the screen that holds light values of all ligh...
- 16 Oct 2005, 01:19
- Forum: TMW Classic
- Topic: Server Architecture Proposal
- Replies: 5
- Views: 3766
Wow. That looks really familiar (http://jerome.biggeruniverse.com)...
EDIT: You know, it's hard to tell what's a link on this forum. Can someone with admin access fix that?
EDIT: You know, it's hard to tell what's a link on this forum. Can someone with admin access fix that?
- 15 Oct 2005, 10:44
- Forum: TMW Classic
- Topic: Woodland Tileset ready for mapping
- Replies: 33
- Views: 12022
- 15 Oct 2005, 10:35
- Forum: Support and Bug reports
- Topic: Problems with automake-1.9
- Replies: 20
- Views: 9529
- 15 Oct 2005, 10:31
- Forum: TMW Classic
- Topic: my wishlist (you may either like my ideas or not)
- Replies: 35
- Views: 18577
Simple overlayers are extremely fast to draw on the memory. You realise you're taking about software-mode fullscreen blending, right? That's several calcs(even if it's all bit-shifting) per pixel, and at 640x480, that's 307200 pixels. EDIT: Basically you can do almost anything for the image which i...
- 14 Oct 2005, 21:26
- Forum: Support and Bug reports
- Topic: Problems with automake-1.9
- Replies: 20
- Views: 9529
- 13 Oct 2005, 02:48
- Forum: TMW Classic
- Topic: my wishlist (you may either like my ideas or not)
- Replies: 35
- Views: 18577
Actually, there's a fairly simple solution: just keep the image of the last tile you mixed with the daylight color. Statistically, the next tile will likely use the same image, and if that's true, you can simply blit it to the buffer without remixing. That will almost double your fps over an unoptim...
- 10 Oct 2005, 10:51
- Forum: TMW Classic
- Topic: Proposed plan of discussion.
- Replies: 11
- Views: 5980
- 03 Oct 2005, 04:17
- Forum: Off topic
- Topic: Accepting and Criticizing
- Replies: 25
- Views: 7892
- 02 Oct 2005, 01:48
- Forum: Off topic
- Topic: The World of Mana
- Replies: 34
- Views: 13380
- 30 Sep 2005, 05:15
- Forum: Graphics Development
- Topic: Magic spells graphics
- Replies: 34
- Views: 11901
- 30 Sep 2005, 05:12
- Forum: TMW Classic
- Topic: Proposed plan of discussion.
- Replies: 11
- Views: 5980
Ok. That'd be great if there were several committers that could focus on server development, but I don't think that will be the case. The landscape to me is something more akin to two cities - each with separate leadership. The client and the server are separate, with separate resources and areas of...