Michael Heasell

Results 21 issues of Michael Heasell

We triangulate 3do meshes before display. This causes texture distortion on quads that are trapezium shaped. Some options: 1. render GL_QUADS (deprecated) and hope they interpolate as expected 1. subdivide...

low-priority

Right now rendering is embarrassingly inefficient. A quick win here would be to start batching renders by shader program, texture, etc. This would reduce GPU context switches. This probably isn't...

RWE runs very slowly/consumes a lot of CPU on Abysmal Lake. I suspect that this map may have a much larger feature count than most maps due to the large...

With an MSVC debug build, when you start RWE, nagivate to Skirmish, then open the map dialog to pick a map, RWE appears to hang. Also, when you load the...

In TA it appears that the pathfinder considers slope to be rough terrain depending on the unit's MaxSlope. The first task is to figure out roughly what the formula is...

I recently converted RWE from a 60fps sim to a 30fps sim and implemented interpolation between the previous sim state and the current sim state for most things. However gaf...

The map "Show Down" from The Core Contingency contains an extra tree next to a metal spot just south-east of the west side start position. Here it is when viewed...

Keep getting bitten by updates from upstream package maintainers, but it's not clear how we can lock library/compiler versions and only upgrade when we want. Investigate this. Maybe we might...

In TA, vehicles (probably any unit that aligns to a slope) move slower horizontally when they are on sloping terrain. Kbots however do not seem to slow down when moving...

Observed in ARMCOM at least during some tests. RWE seems to run the aiming script twice even when attacking ground, where running the aiming script once should be sufficient. TA...