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Football game
License: Apache License 2.0
This project forked from bazkiebumpercar/gameplayfootball
Football game
License: Apache License 2.0
I know that now is only possible to build the application for mac but not running it as we need to have the render in main thread. Are there progress on that side?
Hi @vi3itor i build project for windows but game is lagging on the playing match. Is it normal?
Hi!
The game throws a Segmentation fault on exit (Ubuntu 21.04), everything else seem to run fine. You can find the log in attachment.
gameplayfootball-SegFaultLogs.txt
I have tried the workaround you mentioned "remove SDL_QuitSubSystem(SDL_INIT_VIDEO); from opengl_renderer3d.cpp", but the result is exactly the same. Any other ideas? Btw, my VM has 6 vCPUs and my computer 8.
Thank you!
Hi Victor!
Something happened to the release/tag 0.2 and now my package (version) watch file fails. Could you please re-create it or maybe create 0.3?
I noticed this also happened in a couple of other GitHub repos at the same time, not sure why though! GitHub maintenance?!?
Thank you!
Jhonny Oliveira
https://xtradeb.net
Just my suggestion - I think you could try adding sports commentary to the game. Generally I see such possibilities here:
At first I think as a "demo" it could be generated. Some games have that, although they often just implement TTS.
The second part is the issues. I would introduce an option
Simple would be based on generic phrases and would be the easiest for fans to implement. "Ball deflected by goalkeeper", "Striker already in the penalty area!", "Ball collected by central defender".
For the advanced option it is worth creating fictional teams - national and "ordinary". They would not (in my opinion) be based on a copy of real teams, but names, BIO would come from random databases (like John Smith) and create fictional completely characters with assigned roles. It seems to me that due to the lack of license trying to match people on a data affinity basis (Benzema - Benzina) works out poorly.
It would be nice to have additional graphics settings in the in-game menus, or at compile time.
I've compiled GameplayFootball on a Focal Fossa based distro (Puppy Linux "FossaPup")... compiled on an Lenovo Thinkpad x220i, which, like many laptops, only has integrated graphics card, (in this case OpenGL 3.0, apparently).
I can still run the game however, using the following command:
MESA_GL_VERSION_OVERRIDE=3.3 ./gameplayfootball
Performance is not great, so I tried hacking at the source code to add a few changes:
It was all very hacky, and I've no idea what I'm doing, but I did get better slightly performance - although not much difference, obviously.
It would be nice to have good performance on lower end machines... There is https://github.com/bkaradzic/bgfx, which supports all kinds of backends, and might make it easier to port to Android etc, but it may not be worth the effort to integrate it into this project (not at all trivial, I'm sure).
Maybe easier - it would be nice to able to disable various gfx features at build time:
(having worked with some people at BBC Sport a few times, I think they (for example) would be more interested in this for AI and motion capture type stuff, rather than "games").
Anyway, just a suggestion, close this issue if it's of no interest to you.
Thanks.
Discussion: #6
New issue report: Improve RAM usage when loading screen
When in loading team to game, loading data take ~ 500 MB!!
Note: I turn off MSVC compiler flags and linker flags for debugging sessions
.
I get a bunch of compile errors like using namespace boost::placeholders, or define BOOST_BIND_GLOBAL_PLACEHOLDERS to retain the current beh
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