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.

Topics - moody_dorf

Pages: [1]
1
DF Suggestions / [Suggestion] Designation selection by mouse key
« on: July 10, 2011, 11:54:24 am »
That means:
1) mouse key down - start tile selection on point where mouse cursor is;
2) mouse key up - end tile selection on point where mouse cursor is.

2
DF Suggestions / Multi-level designation selection.
« on: July 09, 2011, 09:25:25 am »
Because it is pain in the rear to make stairways without multi-level selection.

3
I suggest to:
1. Add option to select priority, when making designation or building task.
2. Make designations and building tasks scheduled according to their priorities.

That is my hope since first playing of this game. I thought it would be added already. I have no idea why there are no priorities yet.   :(

Designation priorities will greatly decrease user's micromanagement and will allow to avoid cave-ins and other related problems.
As a programmer, I can say that designation priorities are easy to implement, and it will not lead to performance penalty.
It will take 2-3 hours to accomplish.
It is actually much easier than begging Toady to implement this.

http://www.bay12forums.com/smf/index.php?topic=58995.0 - here are some illustrations (thanks Vattic for link)

4
DF Suggestions / World generation in not main thread
« on: July 02, 2011, 11:12:18 pm »
It will allow window to process messages (so no hanging while generating large worlds).

Instant interruption (because of instant key presses processing since no need to wait for end of world generation loop).

Then some progressbar about yearly civilization simulation is possible. In large worlds it might take a minute for each year.

It will take not much time to implement it, if you use boost. I estimate 2-4 hours.

Also, Toady, you will earn more money I believe
(users will donate more money, because of increased comfort of program)

5
DF Suggestions / Toady, consider using OpenMP!
« on: July 02, 2011, 10:31:23 pm »
Greetings, Toady.

OpenMP allows to utilize multiprocessing on multi-thread processors (the multicore and/or hyperthreading ones).

It is easy to learn and will not make need of heavy code refactoring (if you use VC++ compiler). No need for manual thread management. Threads are managed by compiler and/or automatically at run-time.
http://en.wikipedia.org/wiki/OpenMP

For instance, it might almost 6 times increase Dwarf Fortress performance on my AMD Phenom 6-core processor.

Here is some code example (taken from Wikipedia).  #pragma omp ... - OpenMP statements
Code: [Select]
#define CHUNKSIZE 1 /*defines the chunk size as 1 contiguous iteration*/
 /*forks off the threads*/
 #pragma omp parallel private(j,k)
 {
  /*Starts the work sharing construct*/
  #pragma omp for schedule(dynamic, CHUNKSIZE)
  for(i = 2; i <= N-1; i++)
     for(j = 2; j <= i; j++)
        for(k = 1; k <= M; k++)
           b[i][j] +=   a[i-1][j]/k + a[i+1][j]/k;
 }

Here take a look on some writings about parallel programming that might help you:
http://software.intel.com/en-us/articles/getting-started-with-parallel-programming-for-multi-core/
http://software.intel.com/en-us/articles/the-secrets-of-parallel-pathfinding-on-modern-computer-hardware/ - A* pathfinding!

You can find more writings at
http://search.intel.com/Default.aspx?q=parallel+programming&submit=+&c=en_US&results=10&offset=0&categories=&filetypes=&q2=&q3=&q4=&method=edit


Thanks for reading, Toady!

6
DF Suggestions / Embark search improvements
« on: August 18, 2010, 11:01:50 pm »
To Toady
Embark search is very awkward. There's my suggestions how to impove it:
1. Make embark search interruptable [it's easy!]
2. Make it writing list of found locations [it's about 15-30 minutes of programming i suppose]
3. Player can look through found locations, while search is working [you'll have to make a thread, it isn't difficult]


And please no silly comments from not developers.

7
DF Suggestions / Add option to clearly dig, leaving no stones
« on: August 18, 2010, 03:26:21 pm »
It will be useful for stockpiles, especially for the large ones.
Since less experienced miners leave less stones than more experienced ones, I think it will be rational if every miner could leave as many stones as unexperienced one, or no stones at all, if he's ordered to do so.

If Toady will add this feature, then there also must be a way to choose which stones must be omitted, and which ones should be leaved (for instance, precious gems and metal ores might be set to be leaved).

Pages: [1]