Today I’m going to describe more strange issues we encountered in 0 A.D. last year. It was reported by some OS X users that they were unable to complete multiplayer games without an “out of sync” error occurring. First, a little explanation of 0 A.D. multiplayer mode is needed. Each player (client) runs a deterministic …
Tag Archives: 0ad
Debugging GLSL shaders in 0A.D.
Today I want to discuss a graphics glitch that long plagued a project I work on, called 0 A.D. The glitch was first noticed years ago, when major changes were made to the renderer system. Until recently, the cause was unknown and not a focus of our efforts. I will present the debugging techniques used …