Longpork3 ,

I just wish it was multithreaded so that i could maintain a colony for more than a week without slowing to potato speeds.

My n00b theory on it, with the proviso that I am not a developer and only have a basic understanding of multithreading, is that you would break up the map into regions, and have each regions pawns and environment handled independently by separate threads/cores while one master thread handled interactions between regions and kept them all in sync.

Regions could dynamically scale depending on how computationally intensive they are, such that when the master/watchdog thread has to wait for one thread significantly longer than any of it's adjacent region threads, it remaps the boundary iteratively until it acheives minimal wait-time and the load is evenly balanced.

As it stands, I've got one core maxed out and the game running slower than realtime while my 15 other cores sit at idle like suckers.

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