Maybe its time to improve the moho engine?

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Maybe its time to improve the moho engine?

Postby arisg3 » 17 Oct 2011, 14:33

Please only constructive criticism.

I think the Moho engine performance and especially the A* pathfinding cause in maps above 20x20 --calculation path of each unit-- a cpu overload. Calculations are also not optimal. Also think that the flow field used in Supcom2 is either not optimal (only cluster calculations). What about to improve the Moho engine code with the ability to execute especially for the real-time pathfinding, gpu code --cuda, Open cl, DirectCompute --. That should significantly reduce the cpu overhead and give us the ability in another Step to correct the poor Sim CPU utilisation.


Moho lacks also Rendering features like geometry shader, Tessellation, simultaneous processing of graphics resources, etc.

https://secure.wikimedia.org/wikipedia/en/wiki/Microsoft_Direct3D#Direct3D_10

https://secure.wikimedia.org/wikipedia/en/wiki/Direct3D#Direct3D_11

https://secure.wikimedia.org/wikipedia/en/wiki/DirectCompute


Will be glad to read your suggestions.
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Re: Maybe its time to improve the moho engine?

Postby Ze_PilOt » 17 Oct 2011, 14:37

If you have the knowledge to modify the engine to improve it, then explain how :)
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Re: Maybe its time to improve the moho engine?

Postby arisg3 » 17 Oct 2011, 14:42

think there is only 3 possibilities to Do this.

Write from scratch, disassemble, or reverse engineering. Prefer the last one.
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Re: Maybe its time to improve the moho engine?

Postby FunkOff » 17 Oct 2011, 14:44

I am not a programmer by trade and have absolutely no idea how to modify or write an engine.
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Re: Maybe its time to improve the moho engine?

Postby Ze_PilOt » 17 Oct 2011, 14:45

Hm. If you can bring a proof of concept (modifying a existing function of adding a new one), that would be interesting.
Of course, by using method 1, otherwise it would be against the EULA :roll:
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Re: Maybe its time to improve the moho engine?

Postby Moritz » 17 Oct 2011, 14:52

I remember someone removed the sim speed regulator in engine, if that means something.
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Re: Maybe its time to improve the moho engine?

Postby Ze_PilOt » 17 Oct 2011, 14:55

http://forums.gaspowered.com/viewtopic.php?f=2&t=39740

Would be interesting to know how he has done it.
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Re: Maybe its time to improve the moho engine?

Postby arisg3 » 17 Oct 2011, 15:10

Maybe he used Sourcer? With it takes only min to see what Moho does.
http://itee.uq.edu.au/~csmweb/decompilation/disasm.html#sourcer

Another posibility is to use first, as basis the Spring opensource engine and modified it to what we wanna need. Unfortunately it lack the M$ directx rendering features. :roll:
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Re: Maybe its time to improve the moho engine?

Postby Gowerly » 17 Oct 2011, 15:29

Multithreaded Rendering is, weirdly, quite resource heavy.
You can try D3D Hooks, similar to the steam overlay, but I'm not sure you can influence anything that's trying to be drawn at this point, merely add new things.

as Ze_Pilot has said, any reverse engineering of the engine, will be completely illegal and we couldn't possibly support it. Even using Spring to make a new engine and using the Supcom Assets wouldn't be legal.

The only way we can have our own engine, would be to have our own game, and that's not our objective here.
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Re: Maybe its time to improve the moho engine?

Postby arisg3 » 18 Oct 2011, 11:03

Gowerly wrote:Multithreaded Rendering is, weirdly, quite resource heavy.
You can try D3D Hooks, similar to the steam overlay, but I'm not sure you can influence anything that's trying to be drawn at this point, merely add new things.

as Ze_Pilot has said, any reverse engineering of the engine, will be completely illegal and we couldn't possibly support it. Even using Spring to make a new engine and using the Supcom Assets wouldn't be legal.

The only way we can have our own engine, would be to have our own game, and that's not our objective here.


I `d say at beginning "Maybe its time to improve the moho engine?" and yes i dont wanna have also a new engine but i wanna have some things that will help to boost this amazing game. With D3D Hooks i cannot implement a fast data stream outpout so that pathfinding calculations --in realtime for each one unit without the crash and go it happens now--go to the gpu.

Unfortunately only with RE or Diss.. is possible to take/earn the knowledge in a calculated amount of time what exactly moho does, and if you have the knowledge it's not difficult to writte a wrapper for the needed functions (just now Pathfinding)

I also wish a simulated land surface --later with climate variance--, simulated water effects, imagine a massive naval battle --possible with gpu/free shader code--.

http://www.youtube.com/watch?v=4G9anRoYGko&feature=related

http://www.youtube.com/watch?v=7cjorOe810o&feature=related

http://www.youtube.com/watch?v=E3ANHaajCPo&feature=related

http://www.youtube.com/watch?v=K1I4kts5mqc

http://www.youtube.com/watch?NR=1&v=-uavLefzDuQ

epic scale> http://www.youtube.com/watch?v=jL9BKTkTMY4&feature=related and

http://www.youtube.com/watch?v=BM7Pz7CgTnc&feature=related --Galactic War Pure--
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