Spring Info

Community news for the Spring RTS Engine

March 22, 2011
by Tom Nowell
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Shard Attacks

I was asked a question about Shards attack system on the spring engine lobby server. Having described Shards attack system, I decided to repost the log here for posterity [20:19:31] <[Mr]Peanus_Butter> yo its #fhh£hu@4545, just a few questions about shard if you’ve a moment [20:19:41] oh rly? [20:20:10] <[Mr]Peanus_Butter> i’m wondering how shard determines threats [...] Continue reading

October 23, 2010
by Tom Nowell
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Shard 0.31 Ballsey

Vast performance increases and reliability improvements have been made in Shard 0.31.Changes include: Spring v0.82.6.1 support Dramatically improved performance when searching for construction sites, spikes should no longer occur Shard will now search in a much larger radius for geothermal construction sites ( 600 -> 3000 ) Shard now staggers the search radius and spacing [...] Continue reading

September 12, 2010
by Tom Nowell
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Shard 0.3 Hairy

This isn’t a major release but it does bring some important changes. Greatly improved performance and load balancing is the name of the game. Factories no longer search for build position wasting cpu time Builders are only allowed to move on to a new task one at a time each frame, and will wait up [...] Continue reading

July 10, 2010
by Tom Nowell
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Shard .29 Spikey

Numerous updates, performance enhancements, and fixes over v0.25, and a new name, what’s more to be desired? Lets start with vastly improved Evolution RTS gameplay. Working with Foreboding Angel, we’ve improved performance greatly, adding support for newer units, and general efficiency improvements. I’ve also added extra behaviours to prevent massive factory spamming. Numerous API changes [...] Continue reading

May 15, 2010
by Tom Nowell
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Shard 0.25

This release is mainly maintenance, and bug fixes, as well as minor performance improvements. I’ve also added new API functions and call outs! Bugs: Fixed a bug causing the spring API call for UnitDamaged to be sent to Shard as a UnitIdle call. UnitDamaged calls should now work correctly, and phantom UnitIdle calls should no [...] Continue reading

April 6, 2010
by Tom Nowell
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Shard 0.21

Another update to Shard! Bugfixes, performance improvements, API additions and much more! New from 0.2RC1: EvoRTS overrides Ported kernel panic NTai config Support for The Cursed Empty overrides for S44 EvoRTS now has behaviours for rebuilding factories that have been destroyed, and making engineers throw up light defence towers when under fire Spacing code adjusted [...] Continue reading

March 26, 2010
by Tom Nowell
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Shard v0.1.2

A number of tweaks additions and changes to 0.1, and some extra support! game:FileExists() now works correctly game:SendToContent(string) added, communication with lua gadgets is now possible unit:MoveAndFire() added unit:Build now returns a boolean success if true, failure if false Taskqueue behaviour bugs squished with some idle builders A task queue can be a function now A task item in [...] Continue reading

March 24, 2010
by Tom Nowell
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Shard v0.1

I’ve a new project to announce! Something I’ve been researching for a while related to University, and NTai’s successor. I call it Shard. Rather than name it an acronym like all the other spring AIs, I called it Shard. Seeing my university supervisor attempt to say NTai out loud may be fun, but it would be harsh to subject him to more lingual gymnastics. So [...] Continue reading

February 28, 2010
by Tom Nowell
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VS2008 AIs and the C++ API

AI development under Visual Studio with the Spring Engine is good, but it has a few minor bumps to get over before you can run. Luckily I’ve just done that myself and I’m here to help! If you download the spring git repository, or the source tarball, you’ll notice there are no visual studio projects [...] Continue reading