SC: FA (Moho) engine sources
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BUG in d3d12 mode.
Additionally, I have observed that smoke particles from certain explosions behave abnormally; compared to the original version, they drift outward and upward for an excessive amount of time and fail to dissipate. At times, smoke particles remain visible directly in front of the camera for an extended period. I have been unable to consistently reproduce this bug.
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I know it’s the faf forums but, would this be able to be compatible with LOUD?
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My understanding is not currently, but Marlo's been working on steam compatibility differences to FAF so it sounds feasible that LOUD compatibility could be reached
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@Novus-Wojtek LOUD is based entirely on the original EXE, so that points to some differences that aren't currently resolved.
Marlo has indeed made considerable progress in putting together a version of this project which is entirely compatible, which would be a potential boon for both LOUD and users of the Steam version of the game. My personal feeling is this - if this work can reach to all the many players who don't use FAF, or LOUD - then it's only good for both communities.
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@draiget I have a question about the source code. Have you measured how much simulation time is spent on Lua code and how much on C++? As I understood it, the C++ simulation does not run in parallel with the Lua code. Or is that not the case?
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@Xiaomi Lua stuff only takes about 6.5% of a tick-time in my measurements:
- 5.3% is Lua threads (unit, weapon, AI brain and score scripts)
- 1.1% is Lua garbage collection.
Calls from the engine into Lua callbacks (OnDamage, OnKilled, weapon and projectile callbacks and so on) aren't separated yet, so they're still counted as C++ time. The rest is C++: bone/animation updates are about 15%, vision/radar about 13%, and building the state sent to the UI about 12%.
On parallelism - basically yes, very bit of sim Lua runs on the single sim thread, interleaved with the C++. Engine calls into Lua, and Lua calls back into the engine, nothing really runs Lua in parallel. What my build adds is helper threads, like: vision refresh, the UI sync data, effects, coordinate updates and the mark/sweep part of the Lua GC. In one case (vision) this C++ work overlaps with the sim thread's Lua, but before that Lua calls any engine function, the helper jobs are finished first, so the results stay identical to the original game and replays still match.
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Hi, @draiget !
I'd like to help speed up development if possible.
I have a $100 Codex subscription, and I'd be happy to contribute some of my usage limits to the project. The only catch is that I'm not really familiar with this type of software.
If you're interested, you could assign me specific tasks or GitHub issues, and I could work on them using Codex and submit PRs for your review.
Or we could figure out some other way to collaborate that works best for you.
Let me know what you think!
Write to me in Discord if interesting (nickname ernestio) -
This is amazing - when can we possible see this used as the official game executable over the current one? Seems like performance and networking issues are solved and would make playing this game night and day better.
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Can you reverse-engineer someone's motivation to play 1v1 so this great project gets people to actually play it?
Joking aside, really amazing work. I spoke to a few people briefly about how this is all legal, given it is effectively grabbing tech without permission via forceful reverse-engineering. Hope there are no legal hurdles that interfere with this!
Honestly, just super impressed this is a thing. If you put up a gofundme to help cover the cost of the AI subscription, I would be happy to share a little.
Just unreal to hear this has happened after 2 decades of secrecy.
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@George_W_Crush thank you for your feedback! Unfortunately gofundme doesn't work with my country (list of countries there are very small btw), if you wish to support this activity there are ETH (crypto currency) address in the bottom of a post.
From legal perspective, removing all "Address: 0x000000" from code and renaming would make it cleaner as well as renaming and restructuring engine (from gpg and moho to anything else) but that's a future part of roadmap, currently it should be 1:1 to original as possible before FAF community actually will start using it.
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Got it up & running and tested a skirmish and everything seems to be working fine - no obvious bugs. I would love to test the multiplayer aspect to see how massive amounts of units (2k+) perform with the performance changes. This is GAME CHANGING and I can only hope we can use this for FAF at some point.
Any chance this client could somehow be up & running on the FAF test server?
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