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Mark Dickie deephack1982

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  • Stockholm, Sweden
  • 19:14 (UTC +02:00)
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int CalculateCost(CProvince& From, CProvince& To, CUnit& Unit)
{
float vCost = 100.0f * GetDistance(From.GetProvinceID(), To.GetProvinceID());
float vSpeed = Unit.GetMovementSpeed(To);
// Advancing into the front! 300% the normal cost.
if(Unit.IsLandUnit() && From.IsLand() && To.IsLand())
{
if( To.GetController() &&
To.GetController()->IsEnemy(Unit.GetCountry()->GetCountryID()) )
class CWidget
{
...
public:
CEventListener* m_ppEventListeners;
int m_EventListenerCount;
private:
CWidget* m_pFirstChild;
////////////////////////
// pdx_fontatlas.h
////////////////////////
struct SFontGlyph
{
SFontGlyph(CRect<int> GlyphRect) : Rect(GlyphRect) { }
CRect<int> Rect;
};
class CGuiWidget
{
...
public:
void Render();
virtual void RenderInternal();
CRect<uint64> ConvertToBounds( CRect<uint64> Frame )
{ ... }
Story Title: Artists need a way to check that their assets adhere to our resource limits
Type: User Story
Priority: Medium Priority
Task Description
Our artists need a mechanism to determine which of their assets are breaking our internal resource limits. We have determined that all game resources should follow the following limits for release, both for performance and compatibility issues - but there are no checks or tools to help the artist stick to these limits at the current time.