Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Thief^

Pages: 1 ... 87 88 [89] 90 91 ... 113
1321
DF General Discussion / Re: What language is Dwarf Fortress made in?
« on: September 10, 2010, 06:24:22 pm »
So you're saying that the part where speed matters, manipulating the actual wireframes, is done in assembly? The parts where speed doesn't matter is in C++? Color me surprised. Why don't they write those parts in C++? That is because it would be slow as shit.
Just the implementation of the matrix multiply etc functions. Functions where using specific assembly instructions that aren't available as normal c++ operators (e.g. SSE) is beneficial. And even then I'm sure I saw compiler vector intrinsics instead of assembly being used for some of the platforms, I'll check on Monday.
And you're sadly mistaken if you think speed doesn't matter anywhere else...

And for the record, the matrix ops aren't used for "manipulating the wireframes". Transformation of mesh vertices is much better handled by the GPU.

1322
SQL Injection. Badly made sites will explode in errors (and with possible security problems) if you submit an ' (apostrophe) to a form.

1323
DF General Discussion / Re: What language is Dwarf Fortress made in?
« on: September 10, 2010, 02:56:47 pm »
Incidentally, if you're wondering whether it'd be *possible* to write DF in assembly (regardless of any performance advantages it may bring), note that RollerCoaster Tycoon (http://en.wikipedia.org/wiki/RollerCoaster_Tycoon) was written 99% in assembly, with some C bindings to let the game interface with Windows.

Given that it's a sandbox game that gives the player considerable freedom to build and experiment just like DF, that's... incredible.
Based on the transport tycoon engine, though heavily modified. Both games are a huge favourite of mine.
There's a reason the openttd guys converted transport tycoon to c/c++ though...

1324
DF General Discussion / Re: What language is Dwarf Fortress made in?
« on: September 10, 2010, 02:36:17 pm »
Professional game developers usually license an engine(that usually has a codebase that predates java). To assume the guts of those engines is not in assembly is absurd. It is hard to tell because the current code behind those engines is not open. Still, the source for engines id software has open sourced are full of assembly and those couldn't be ported to Java or C without a huge performance loss.
I am a professional game developer, with a shipped xbox360/ps3/pc game on my resume. Trust me when I say the only assembly I remember seeing in the engine (UE3 btw, we have a source code license to it) was in the vector/matrix operators.

You could write an engine from scratch. It would suck compared to what is out there, but lets ignore that. If you were starting from scratch, you might as well use Java with opengl bindings. You would finish the project faster and get free portability. The left-over time could be used to profile the code to run faster than the c++ version that just squeaked out the door. It happens all the time in the business world....
Starting from scratch isn't THAT hard. I don't really see much difference between using OpenGL+C++ and using Java (you can be cross-platform either way), except the C++ version is faster, easier to debug, uses less memory...

1325
Oh dear that site has no caching at all. It's quite emphatic about it in the HTTP headers.

At least putting ' in the user/pass fields didn't make it explode.

1326
DF General Discussion / Re: What language is Dwarf Fortress made in?
« on: September 09, 2010, 03:26:08 am »
Hand-optimised assembly can be faster, but it's only by a minor amount normally. This is why in professional game development C++ is used for most things. Hand-assembly was often used for things which needed that minor speed boost or strange instructions (like SIMD), but compiler intrinsics have mostly replaced the latter.

EDIT: Unlike vs Java and other languages, where there is an order-of-magnitude speed difference...

1327
DF General Discussion / Re: DF Motivational Posters
« on: September 08, 2010, 11:44:22 am »
[It's a volcano on top of a glacier, go for it.]

This has given me new perspective and respect for the country of Iceland!

Between their choice of embark (Iceland was settled by the beardy Vikings, right?) their unpronouncable names, and their tendency to stay inside and drink, I'm pretty sure they are Dwarves.
They also eat pretty much anything (purified shark! Puffin!) and have a spirit (as in drink) nicknamed "Black Death".

EDIT: They also use geothermal power for everything, including heating. That's like taming lava, right?

1328
DF Announcements / Re: Dwarf Fortress 0.31.12 Released
« on: September 07, 2010, 05:20:29 am »
SDL is a cross-platform application framework. The SDL version of DF uses that framework and so runs on mac and linux, along with including Baughn's new opengl code, which should be faster, allows png files for tilesets, zooming with the mousewheel, etc. The SDL version is quite new, so isn't proven yet. It's also being actively worked on, getting features like "separate files for graphics and font", and true-type font support.

Legacy is Toady's old code, only kept in case the SDL version doesn't work for someone. There is no legacy version for mac or linux.

1329
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: September 03, 2010, 05:03:15 am »
Before you look at this, allow me to emphasize that
- You can change the font.
- This is still glitchy. The real thing might look better in many ways.
- If you don't like it at all, you can turn it off and get the old behaviour.

That said, a sneak peek:
Spoiler (click to show/hide)

Wow

You may not be able to tell, but for once I'm not being sarcastic.

1330
DF General Discussion / Re: What turns you off about DF?
« on: September 01, 2010, 04:11:21 am »
Kudos to Toady on this project, it's an incredible testament of coding prowess to brute-force a core-i7 (8 cores @ 2.0ghz) machine with 8gb of ram into a slow, wheezing demise due to the number of things running simultaneously. Adventurer mode is the only way I've managed to overload my machine. Then again, I wanted to play with actual rivers that were wide and deep and awesome to behold, so I made 'large regions' with 100's of z-levels of depth, so I guess i get what I pay for.

There's your problem. That's barely 25% stronger than my 5-year old laptop. DF cares about sheer processor strength as opposed to number of cores.

Wrong. CPU speed stopped going up years ago, ~2.0-3.0GHz is normal. What's been going up is instruction processing efficiency, cache size, (integrated) memory controller speed and number of cores. The last doesn't affect DF, but the rest all do. His i7 will get much much much more performance in DF than your laptop.

2GHz is still slow. Hell, the 'budget' CPU option in one of the computer magazines I read currently is a 2.9 GHz Tri-core, with overclocking recommended.

Sure, he'll perform better, but laptop architecture guarantees that regardless of power or efficiency.

I'm running this on a laptop, and honestly, I don't feel like OC'ing this until I can afford a new one. This is a brand new machine, with relatively top-of-the-line components. 2.0ghz in an 8-core laptop is impressive in nearly every sense of the word. (Multi-core capacity would be greatly appreciated in a future release, but iono how well that'll go over.) Overclocked and in a climate-controlled environment, I could squeeze a lot more out of this, but I'm running linux and don't feel the need to do more to my box than is necessary.

Actually, fsck 'relatively'. I'm running a beast of a computer, and my biggest gripe is that it takes more power to run this than it does to run Crysis.
It's also an i7, which means that it can raise the cpu speed on a single core if you are only using the one. e.g. when playing DF.
If your cpu is the i7 I think it is, it will boost to up to 3.2GHz when only one core is in use, and up to 3.0 GHz when two are in use.

i7s are sweet cpus.

1331
DF General Discussion / Re: What turns you off about DF?
« on: August 31, 2010, 06:53:11 am »
Kudos to Toady on this project, it's an incredible testament of coding prowess to brute-force a core-i7 (8 cores @ 2.0ghz) machine with 8gb of ram into a slow, wheezing demise due to the number of things running simultaneously. Adventurer mode is the only way I've managed to overload my machine. Then again, I wanted to play with actual rivers that were wide and deep and awesome to behold, so I made 'large regions' with 100's of z-levels of depth, so I guess i get what I pay for.

There's your problem. That's barely 25% stronger than my 5-year old laptop. DF cares about sheer processor strength as opposed to number of cores.

Wrong. CPU speed stopped going up years ago, ~2.0-3.0GHz is normal. What's been going up is instruction processing efficiency, cache size, (integrated) memory controller speed and number of cores. The last doesn't affect DF, but the rest all do. His i7 will get much much much more performance in DF than your laptop.

1332
Must... resist.......
I'll be late for Iceland if I don't resist...

1333
...for AMD announced an architecture capable of running a single thread on multiple cpu cores: http://gizmodo.com/5620423/amd-announces-8+core-bulldozer-cpu
The mapping is actually one software thread of execution to each one integer core (ie. no magical one thread to multiple cores mapping); the novel design feature is that several integer cores share what would normally be redundant circuitry to cut down on power usage, increase cache coherency in some situations (ex. a VM allocated two physical cores could be allocated two sharing an L1 cache), etc.

You are right, my statement was a bit misleading. Actually, the thread is still running on one core only, but this core can use all of the shared resources. So it's not really 6x the performance, more like 150% or something. Still a step in the right direction.

Nah, you actually get nothing like that. Basically, each module is part-way between a full dual-core and a hyperthreaded single-core, in that there are some shared cpu resources (hyperthreading style) and some duplicated resources (dual-core style). AMD thinks that this gets a good balance between die space usage and two-thread performance, allowing them to get nearly the performance of a true 8-core cpu in a smaller die space. The only thing that could even remotely improve performance of a single-threaded application is the dual-FPU, and it would have to be a really floating-point-heavy application for that to make a difference.

I'm not expecting DF to benefit from this CPU at all.

1334
^Round Complete.
You forgot to give me an action point!

EDIT: Thanks.

1335
I caught 2 dwarves trapped in tiny nooks by sudden tree growth. Had to get miners in to dig them out because the entire map's worth of trees was designated for chopping, and I didn't want to undesignate it to get a rapid response woodcutting team in there.
Use a burrow. Define one around the guys and assign a woodcutter to it temporarily.

Pages: 1 ... 87 88 [89] 90 91 ... 113