Search found 268 matches
- Thu Nov 09, 2017 5:32 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 45383
Re: Friday Facts #215 - Multithreading issues
I may be wrong, but based on the FFF it appears that you have three different processes that update a single variable, but that variable is shared between each. (...) I also suspect that this isn't the correct path for parallelization any way, you'll likely find that each step itself could be paral...
- Tue Nov 07, 2017 10:50 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 45383
Re: Friday Facts #215 - Multithreading issues
creating/reaping threads costs time too. I do hope you're not doing that every tick?
- Sat Nov 04, 2017 11:51 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 45383
Re: Friday Facts #215 - Multithreading issues
Notwithstanding the interesting discussion about whether your analysis is right, I have a suggestion for achieving parallel thread update isolation at whatever granularity you need without moving data as entities move. Given N threads that will be updating in parallel some object type T, create N s...
- Sat Oct 14, 2017 12:09 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 65859
Re: Friday Facts #212 - The GUI update (Part 1)
Regarding skipping stations: How about a set of conditions on whether to visit a station, in addition to the wait conditions? Normally this would be an empty list, meaning the station is visited. Adding a rule like 'Fuel less than X MJ' or 'Cargo of Iron less than 8000' could make a station be skipp...
- Sat Sep 23, 2017 10:34 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 57092
Re: Friday Facts #209 - Optimisation is a way of life
Hello, I have an idea about the iteration over the electric network items. Because most of the time you have enough power the second loop can be skipped. So all machines have a default that they take 100% power in the first iteration you calculate the total power need. If you have enough you stop t...
- Sat Sep 16, 2017 12:14 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25922
Re: Friday Facts #208 - Tips and tricks improvement
Regarding the problem that no-one reads the tips and tricks, one possible solution is to add a tip to the loading screen at the start of the game. (Obviously I'm meaning a different tip each time the game loads). +1, putting tips on a loading screen is standard game design now. Our loading screen i...
- Sun Sep 10, 2017 10:24 am
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 28126
Re: Friday Facts #199 - The story of tile transitions
That solves the landfill cheat, but that's just as easily solved by deducting multiple landfill if the tile correction logic needs to add additional land tiles.
You still need tile correction logic during normal world generation.
You still need tile correction logic during normal world generation.
- Fri Sep 08, 2017 7:57 pm
- Forum: News
- Topic: Friday Facts #207 - Lua noise specification
- Replies: 45
- Views: 25080
Re: Friday Facts #207 - Lua noise specification
It seems to me that a relatively easy way to resolve would be to use something like a 4-way flood fill algorithm starting at the player start location and use it to count land tiles surrounding the player above sea level. Maybe allow the player to set the value. For example a value of 40,000 would ...
- Fri Sep 01, 2017 4:34 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 49941
Re: Friday Facts #205 - Teaching the things that everybody knows
And underground belt upgrades aren't bidirectional either.
- Thu Aug 24, 2017 5:08 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40669
Re: Friday Facts #204 - Another day, another optimisation
@Max, you don't want to do that. The cost of the unaligned access of your double member (especially if it happens to cross a cache line boundary) is more expensive than the extra bandwidth used from padding.
- Sun Aug 20, 2017 11:32 am
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 53656
Re: Friday Facts #201 - 0.15 Stable, but not really
Regarding optimisations, have you considered using database techniques to optimise out that huge annoyance that is Autosave? A large production database cannot afford to lock up for several minutes every few minutes to write everything to disk; if you use an approach like the redo log stuff in Orac...
- Sun Aug 20, 2017 11:30 am
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 67071
Re: Friday Facts #200 - Plans for 0.16
I do agree with you that mrvn's table of waypoints idea sounds a lot like a n^2 problem. That's just space. Computationally, it's travelling salesman, which is NP. I'd hazard it's probably cheaper computationally and more effective to route within the coverage area instead of between explicit robop...
- Sat Aug 19, 2017 10:26 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40669
Re: Friday Facts #204 - Another day, another optimisation
If that pointer is being accessed often, then it is probably in cache. That means the extra indirection itself is relatively cheap, especially if doing things that way results in code that generates more cache hits and lower overall cache misses. But it's still one extra memory region, taking up va...
- Fri Aug 18, 2017 9:02 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40669
Re: Friday Facts #204 - Another day, another optimisation
Have the developers ever defined what they mean by "large bases" and "mega bases"? It would be useful to know (in terms of number of entities/factories/bots/belts) when reading about how these optimizations are tested and measured. Excellent point. Some people might think a rock...
- Fri Aug 18, 2017 8:21 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40669
Re: Friday Facts #204 - Another day, another optimisation
I don't know your code of course, and I'm hampered because my experience is C not C++. Depending on the list and the type of removals, I'd wonder if you really need to delete them or can just mark them inactive. If a new entity gets placed on the map (or one gets removed), then yes the list needs t...
- Fri Aug 18, 2017 7:50 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40669
Re: Friday Facts #204 - Another day, another optimisation
You guys are using... linked lists?... Why, oh why do you use linked lists? It is supposed to be common knowledge that in almost all situations even a straight vector is better. At the very least something like C++'s deque would be better. Tell me how you'd get: O(1) time to turn an entity on/off a...
- Fri Aug 18, 2017 7:28 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40669
Re: Friday Facts #204 - Another day, another optimisation
Very many entities will be aware ahead of time when they will next need to do work. An assembler doesn't need to do a thing for X ticks until its craft is done. An inserter is doing nothing for Y ticks until its swing is complete. Etc. Even an inserter hovering over a belt can predict to some degre...
- Fri Aug 18, 2017 7:04 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40669
Re: Friday Facts #204 - Another day, another optimisation
A linked list of multiply-inheriting classes? I'd have expected an array of structs. I'm surprised to. I'd have expected C++ to handle virtual function calls and inheritance at compile-time, but apparently things are setup so that some of the required class structure isn't known until run-time? Thi...
- Fri Aug 18, 2017 6:18 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40669
Re: Friday Facts #204 - Another day, another optimisation
A linked list of multiply-inheriting classes? I'd have expected an array of structs.
- Sat Aug 12, 2017 5:05 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 71844
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Let's imagine the following scenario: Bots are removing/placing rails which changes the rail network causing rerouting. On your beefy 8-core machine the recalculation happens immediately, a train repaths and goes his merry way. A bot places another rail piece. On your friend's lowly 2-core machine,...