Search found 22 matches
- Sat Jan 11, 2020 6:07 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 41775
Re: Friday Facts #329 - Campaign reassessment
My only comment on the current plan is that I think branching the Purple and Gold science and then bringing them together for the rocket would be a better way to organize it. Both because it lets people make a choice during the campaign (that is often made during free-play) and because I think it ...
- Fri Jan 12, 2018 10:06 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 481472
Re: Friday Facts #225 - Bots versus belts (part 2)
On the question of belt throughput, I made a suggestion thread , for an idea of launches. Basically use artillery cannons to shot items through the base. Make them constant through put like belts, and make it so they can't cross, like belts. This could be a solution to managing the through put ...
- Fri Jan 12, 2018 10:01 pm
- Forum: Ideas and Suggestions
- Topic: Launches, a belt throughput structure
- Replies: 0
- Views: 1163
Launches, a belt throughput structure
TL;DR
A solution to increasing the throughput of belts over distances to be on the same order of magnitude of bots, while retaining the unique characteristics of belts. A giant artillery cannon that shoots items between each other.
What ?
One of the ideas I came up when I thought about making ...
A solution to increasing the throughput of belts over distances to be on the same order of magnitude of bots, while retaining the unique characteristics of belts. A giant artillery cannon that shoots items between each other.
What ?
One of the ideas I came up when I thought about making ...
- Tue Nov 28, 2017 10:09 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 40062
Re: Friday Facts #218 - Import bpy, Export player
Can you 'please' make a way to call a secondary custom program that is fed data via stdin of what colors should be set at any given location with a documented interface?
That sounds good. Although thats a Linux solution, generally just providing an Interface and let Manufacturers or the Community ...
That sounds good. Although thats a Linux solution, generally just providing an Interface and let Manufacturers or the Community ...
- Fri Aug 25, 2017 2:57 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 48182
Re: Friday Facts #204 - Another day, another optimisation
Except memory was never the problem; runtime performance is. Packing structs into unaligned values would decrease runtime performance. It's not relevant.Max S. wrote:@pleegwat, yes sure an Structure of Arrays is the more natural choice. But as a hack to see how it changes the memory it was quite effective.
- Sat Aug 19, 2017 7:41 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 48182
Re: Friday Facts #204 - Another day, another optimisation
Have you considered using PLF Colony ( http://plflib.org/colony.htm )? PLF Colony is an unordered container that basically has most benefits of std::vector (memory locality) and std::list (O(1) insert and remove).
+1 to this one. Avoid rolling your own data structures is always a good rule, and ...
- Mon Jul 17, 2017 1:03 am
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 77916
Re: Friday Facts #198 - Rail segment visualisation
struct ItemStack
{
ItemCountType count;
ItemID id;
union{
float damage; // for progress bars like ammo, armor, damaged buildings, ...
Item* item; // dynamically allocated classed based on the item type
}
};
I second that, that is quite efficient. Probably even better because Item probably ...
- Sat Jul 08, 2017 10:19 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 77916
Re: Friday Facts #198 - Rail segment visualisation
People forget the authors are not in the U.S. and that algorithms like SHA are under arms export control laws. SHA may not be a legally viable option for a commercial product.
Dat level of optimization :D
I really wonder if it would make any difference. Please keep us updated!
If each operation ...
Dat level of optimization :D
I really wonder if it would make any difference. Please keep us updated!
If each operation ...
- Fri Jun 30, 2017 10:22 pm
- Forum: News
- Topic: Friday Facts #197 - Chugging along
- Replies: 12
- Views: 12113
Re: Friday Facts #197 - Chugging along
And I was just looking for a sample outline of class inheritance for a project (how the "is_a" rule is applied in a real production). Are different template implementations (ex. class dialog<>) considered inheritance though?
Generally no, if you look at the doxygen picture they posted the ...
Generally no, if you look at the doxygen picture they posted the ...
- Fri Jun 23, 2017 8:47 pm
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 26578
Re: Friday Facts #196 - Back on track
Why is all the code so closely coupled? Isn't it good design to loosely couple stuff? Especially between GUI and networking stuff, that sounds crazy.
It's probably not closely coupled. It's just not orthogonally uncoupled. This is basically about prioritizing tradeoffs, but in a more granular way ...
It's probably not closely coupled. It's just not orthogonally uncoupled. This is basically about prioritizing tradeoffs, but in a more granular way ...
- Sat May 13, 2017 7:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45681
Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Or they could treat it like a network (a concept that they already have), convert it to a flow graph, and not simulate the heat pipes at all (unless they need an instantaneous number to give to the player). Then they could screw around with the numbers all the want without worrying about how the ...
- Sat May 13, 2017 2:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45681
Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Or they could treat it like a network (a concept that they already have), convert it to a flow graph, and not simulate the heat pipes at all (unless they need an instantaneous number to give to the player). Then they could screw around with the numbers all the want without worrying about how the ...
- Sat May 13, 2017 12:38 am
- Forum: Balancing
- Topic: [0.15] Research pack changes - too complex/difficult
- Replies: 20
- Views: 11943
Re: [0.15] Research pack changes - too complex/difficult
I think the idea is to encourage people to spend more time with mid game technologies. A lot of stuff only requires reds and greens. I often build a red/green/military science facility, and then build out my train network and build a whole new science facility before I get any blue or above. The ...
- Thu May 11, 2017 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45681
Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
The implementation was actually bugged. Temps were hotter where they should have been colder. Temps at the far ends of heat pipes were hotter than the reactor, etc.
Missed that, hence why I said "may" not be a bug.
It is placed under "Resolved For next release" so, it is fixed.
besides, it ...
- Thu May 11, 2017 10:13 am
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 17122
Re: Inserter drop point inconsistency
Exactly, without the code base, there is no way for us to know what optimizations do what.BenSeidel wrote:Additionally, One optimisation may increase code speed, but in the presence of another optimisation, decrease code speed.leoch wrote:That's not the way code optimisation works.
- Thu May 11, 2017 9:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45681
Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
A bad or unclear design or implementation isn't a bug. It's just working as designed, albeit not working in a way that the end user/player understands. Strictly speaking, if heatpipes are designed to work directionally, this wasn't a bug, but it does leave a lot of room for improvement in terms of ...
- Wed May 10, 2017 4:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45681
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
I was mainly describing something which would potentially take a minimal amount of effort to implement.
I'm not entirely sure if the fluid system would actually work plausably for this, since it is intended for there to be a distance limit for heat transfer; fluids don't have any concept of ...
I'm not entirely sure if the fluid system would actually work plausably for this, since it is intended for there to be a distance limit for heat transfer; fluids don't have any concept of ...
- Wed May 10, 2017 3:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45681
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
...
Or since there are only sources and sinks they could use some basic network flow algorithms, with a simple update step that involved only updating the connected buildings (or a pipe on demand when hovered). There are even versions that can be updated in place (although the algorithms are only ...
Or since there are only sources and sinks they could use some basic network flow algorithms, with a simple update step that involved only updating the connected buildings (or a pipe on demand when hovered). There are even versions that can be updated in place (although the algorithms are only ...
- Tue May 09, 2017 6:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45681
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
I'm sure the devs are aware of this, but for reason we don't know they have decided to postpone addressing that problem for now. I guess there is some deeper problem with the design of heat pipes that would need considerable effort to fix; and either the devs are not sure yet how to fix it ...
- Tue May 09, 2017 1:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 45681
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
There is something wrong with the design of the system , we are aware of this, the mechanic of the heat transfer isn't clear, from a gameplay perspective it isn't working well
However the actual implementation is working as intended, it was written to act as it is acting, and thus there is no ...