Bonjour,
Je suis réellement désolé...
Je pense avoir beaucoup avancé depuis presque un an sur la correction des petits et gros problèmes.
Depuis plus d'un mois je travaille sur le nouveau système de collision des entités afin d'éviter des problèmes.. probablement rares mais existant...
Il reste qu'actuellement, je continue à travailler mais avec une efficacité un peu moindre... je dois dire que je ressens un petit coup de blues.
Je pense que cela n'est pas vraiment anormal.. corriger des bugs est surement une des taches les plus délétères dans le développement.
Il est possible que je prenne réellement quelques jours de VRAIES vacances loin du clavier, assurant seulement la veille.
Je pense que cela est plus que nécessaire actuellement.. je le ressens profondément.
Ceci dit, ne soyez pas inquiet.. ce sera un petit arrêt pour un redémarrage efficace. Je suis plutôt très optimiste pour le futur car les développements sont très intéressants:
- IA Grande Tactique pour la rendre très réactive; j'ai déjà un peu planché sur le domaine,
- Gestion du nouveau moteur graphique pour les figurines : tout est à faire et c'est mieux ainsi.
- IA intermédiaire : les mécanismes sont déjà définis : reste à coder en s'appuyant sur l'existant,
- Passage en mesh de 100² quelque soit les dimensions des cartes : cela va dans la simplification du système actuel.
- Editeur de Campagne : tout est à faire.. et tant mieux.
Voila pour le point actuel... j'ai commencé le projet il y a plus de 20 ans et ne vais pas arrêter maintenant... il y a beaucoup de raisons à cela :-)
Toutefois, je suis désolé de ne pas pouvoir avancer comme je le souhaite.. mais mes neurones ont un besoin d'air...
Belle journée
JMM
Dear JMM,
Take your well deserved break and enjoy your weeks of rest.
I'll take mine in less than one month (destination Marsa Alam).
Persuiting your goals/dreams for almost 20 years is a clear sign of character determination.
I wouldn't be able to keep up with that, honestly.
However, being a very uncommon approach in the industry, it raises some questions...
Premise: I don't want to hurt anybody.
I can only wish all the best to a potential tireless colleague and to his aficionados.
I'll speak frankly, while keeping myself very very far from destructively criticizing or disapproving your work.
Couple of natural questions then...
What does the HW project have become?
I can answer only from the customer angle: buying it (and it's not exactly gifted) has become increasingly a true act of faith.
Many (like me, hopeful) did in the past for Les Grognards, some (like me again, disillusioned) did for Napoleon, but the trend can't be positive at the given conditions.
So I don't see acceptable perspectives of gains/success (vs time/resources invested) for you and your partners either.
That sounds no good.
What about goals?
Following the evolution of the game, one could argue that you started, a long time ago, aiming for the ultimate simulation for hardcore Napoleonic enthusiasts, not caring too much about wonderful 3D and effects.
Worthy and interesting.
Then the baby had to face itself against the market graphical standards, so we saw outstanding terrains, lighting system, buildings and, I hope soon, units.
Unavoidable change of plans and thankfully you found the help of Romain.
Results so far: lot of bug fixing, many delays in features implementation, things like 3D - Sim inconsistencies (totally breaking my rare game experiences) considered kinda of minor issue, no optimization stage on view, and, last but not least, we've got our leader approaching dangerously the "burn out" stage.
That sounds even worse.
Final consideration...
Is realistically possible to merge the best of the two worlds then, say into an operational campaign with integrated battle mechanics (most ambitious case), for such a small team (I assume 1 lead programmer + 1 marginal programming support + artists)?
I think so, but it's an huge minefield.
It requires a lot of study and careful planning, closing with a 2-3 years all out development with no deviations.
Dragging it for 20 years proved to be somewhat counter-productive.
In game programming you might learn one thing that is obsolete after few month, figure it out...
And, personal experience, while coding it's so hard to have the mental elasticity to study/experiment/imagine in depth.
Also, most importantly, it shall be a constant, genuinely obsessive, tradeoff among aesthetics, gameplay realism, efficiency and resources.
Examples:
Seamless worlds is not a problem anymore once we've got advanced LOD techniques + multithreading (background preparation of tiles).
Procedural techniques are also worth being investigated.
AI LOD, taking into consideration the impact of any abstraction for the gameplay, is an essential tool.
Updating the AI of thousands of officers and units can be realistically achieved by explotation of the overall lack of dynamism (compared with 60hz of course) intrinsic in Napoleonic Warfare and multithreading.
Like spreading the learning's explorations of an army general's decision across minutes...
Coordinated movement can be done quickly with stuff like flow fields pathfinding and buildings made interactable via NavMeshes?
Melees space-temporal coherency keept abstracted on grids with "waves" flooding at variable rates, so you can simulate in detail only what you're showing (central theme arising very often).
If that melee exits from the camera's frustum and then regain focus, you'll be able to recreate a reasonable situation that was updated meanwhile very efficiently.
Etc.
I'd also be happy to share a little part of route with you, JMM.
If my help'd be welcome.
But there're way too many knots need to be resolved as a precondition.
So, if I'm allowed, just one suggestion...
Take some restoring breathe and reflect on the overall picture before charging like a bull VC++ once again.
Your gigantic efforts and obstinacy deserve better outcomes.
Respectfully yours,
Nicolò