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by Hnefi
4700 days ago
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The lack of perfect cellular automata isn't an obstacle either. One of the simplest and most robust way of doing parallellization of a system like DF avoids all such issues in a very simple way with no almost no synchronization needed. Basically, when starting the game, spawn X threads and partition the world between them so that only one thread can write to any particular world block. Then, when calculating a new frame, make a read-only copy of the previous world frame. Any reads are done from that copy; any writes obviously occur only in the blocks assigned to a particular thread. Wait for all threads to complete, then render thread. No messaging, locking, event handling or whatever needed. Just care and forethought. But you are right that Toady likely not possessing that kind of knowledge. That's the very reason why people would like to see others involved for things like optimization and UI design and the main point these people are trying to make; Toady seems either not able or willing to do it himself, and it could improve the state of the game tremendously. |
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