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DF Dwarf Mode Discussion / Re: Cancels Plant Seeds: Needs plump helmet spawn.
« on: June 12, 2012, 05:51:13 pm »
Do bags not have the same issues as barrels? IE: They aren't carried around the fort to pick up stuff?
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For your seed stockpiles, barrels allowed == 0.
If you really don't want to deal with vampires you can set the number of vampires generated to zero in world gen.
Build a craftsworkshop, a mason's, a carpenters, a glass works, a forge, a jeweler and a clothier. I don't think I forgot any.
So DF would have limit for pathfinding lag (n frames of main game) - and after it pathfinding would be started in main thread. Yeah - random crash almost impossible to debug.It really is going to depend on how the sim update applies the events and the time of resolution for each one. If he first applies all events which could changing pathing (cave-ins, switches to doors, things melting, etc, etc), and then does everything else (making things, dwarves eating, miasma, etc, etc) - then you could thread off the pathing. There would be some contraints in that pathing decisions could only react to other pathing movers from the previous frame. IE: If Urist McOutSideTheFort is running away from a gobo chasing him - he would be reacting to the position of the chasing gobo from the previous frame.
That would work except that your sim update is going to change your path-ablity. So a path request updating at the begining of the sim update is going to have different data than one at the end of the sim update. I'm used to working on sims which are determanistic so that they are more debug-able. Adding randomness to the pathing resolution would drive me nuts.Single threaded application... boo.
Getting a game sim of any complexity to run across multiple cores is almost impossible. Folks can generally dream up some fake game world situation where it would work - but for most games, no. Something like DF where he is going to have an order of event applies and resolutions is impossible.
You could spend time going through the sim and looking for iterative loops where previous results don't affect others and split that operation up. But its going to take a lot of time for probably not much reward.
Nah. For example: The path finding algorithm could be done by another thread implementing message queues for request and response. That way, everything stays synchronized but is still able to get calculated by multiple cpus, increasing the speed in total if you got 2 cores for this example. It's a general concept of server applications just to name it.
Single threaded application... boo.