Blender can do conversions to it pretty well. It isn't half bad, especially served using HTTP compression. You could also use Three.JS's binary format. This is highly scalable and is a very commonly used technique in games. Then hit testing is just figuring out which color was at the pixel under the cursor. Another approach is to render the scene a second time to the offscreen with unique colors per object. And THREE.Geometry is just slow all around, even though raycasting is a bit faster than with THREE.BufferGeometry. Ray casting against THREE.BufferGeometry in Three.JS is just unreasonably slow. Hit testing my simple scene takes 5ms and I have a top end computer. You may want a proxy scene of boxes to raycast against. You can likely just serve the collada assets using the built-in HTTP gzip encoding: Thus it will be handled by a faster path in the browser than using a JS unzipper. Even if you do not switch to glTF, it might be better to have each Collada 3D model as a separate resource, so that as you change things it doesn't have to redownload the whole zip file. You should probably have cache forever on your game assets (3d models, textures, etc.) but have version numbers or hashes (my preference) associated with them - it will load faster. Although to be honest, the last time I checked converting to glTF with high fidelity was very difficult to do. I notice you are using Collada 3D model files inside of a zip file: It may be better to store the models in glTF format. Ultimately that becomes its downfall since few of its cities are good enough to benefit properly from the Gold, Science, and Production multiplier buildings.Nice! Some feedback from a Three.JS contributor: The AI for FreeCiv has been designed to prosper in the early game (where it has the most chance of death), and so it leverages all these advantages of small cities to grow strong fast. +50% science in a city producing 2 science is not a lot, but a library costs the same in a small city as a large one. Harder to build Wonders (but Caravans from the Trade tech can let cities pool their resources)īuildings are less valuable. (but you need more than 10 cities before that happens) (but is fine for 75% of the game)Ĭontrolling too many cities imposes happiness limits when you exceed a threshold. Land isn't settled to the ideal pattern of size 20+ cities in the modern era. More cities to defend (but you have more production and support capacity) Small cities (on average) are working better terrain than large ones. The best tiles around a city are always worked first. Small cities don't need as many buildings (temples, aqueducts, granaries) since they are too small to yet have the problems those buildings solve.įree unit support is provided on a per-city basis. Growing the 2nd population in a city costs 20 Food, growing the 8th population costs 80 food. Growing a Population in a small city is cheaper than in a Big city. Three 1-Pop cities are as powerful as One 5-Pop city ) The city-center is worked for free (A 1-Population city works 2 tiles, A 5-Pop works 6. The AI overdoes this a bit, and builds crowded cities that will limit its development in the modern eras, but it gives it a very strong start. The earlier you can build a city, the faster it will repay the cost of a settler.Įarly in the game, when land is easy to find, numerous small cities are much stronger than a few big ones. Building a new city is often cheaper and easier than adding buildings to your existing cities. Libraries are research-multiplier buildings that are only valuable in wealthy cities, which you won't have early on. More cities = more of everything, whether it be Production, Gold, or Science.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |