Search found 7 matches

by Cine
Fri Sep 15, 2017 5:05 am
Forum: Ideas and Suggestions
Topic: Suggestions for speeding up factorio
Replies: 17
Views: 6409

Re: Suggestions for speeding up factorio

And how would you propose the energy statistics work in this scenario? Because they would become completely useless with any of the changes you describe.. I proposed 4 global variables, but having 4 * entity types instead wouldn't change the idea, nor materially change the speed gain. Since the 2 f...
by Cine
Wed Sep 13, 2017 9:09 am
Forum: Ideas and Suggestions
Topic: Suggestions for speeding up factorio
Replies: 17
Views: 6409

Re: Suggestions for speeding up factorio

In virtually all cases it's not acceptable to not be accurate when it comes to power consumption which is why things work on a per-tick basis. Also mods can adjust power in any entity at any tick which changes if it can work or not. Mods can also change the active state of almost any entity which c...
by Cine
Wed Sep 13, 2017 8:48 am
Forum: Ideas and Suggestions
Topic: Suggestions for speeding up factorio
Replies: 17
Views: 6409

Re: Suggestions for speeding up factorio

Regarding #1 and #2: those checks already account for virtually all of the time spent in those areas. Once the check is done it's almost free to have the inserter or robot just do the work instead of saying "nah not yet" - it wouldn't gain anything and probably would slow the normal simul...
by Cine
Wed Sep 13, 2017 5:11 am
Forum: Ideas and Suggestions
Topic: Suggestions for speeding up factorio
Replies: 17
Views: 6409

Suggestions for speeding up factorio

TL;DR Speed improvements What ? 1. Have a flag on inserter to only start moving when have full stack to grab. Alternatively, when "override stack size" is set, use that as the exact amount to grab. 2. Have a flag on roboport(s) to only pickup once there is >= carrying capacity in the ches...
by Cine
Sat Aug 19, 2017 1:46 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 43629

Re: Friday Facts #204 - Another day, another optimisation

The ordering of entities is very likely to be important in code like this. Furthermore changes in the linked list is likely to be rare but insertions and deletions more common. A better solution than a linked list in these scenarios are array linked lists. Here the linked list is between arrays of e...
by Cine
Sat Aug 19, 2017 12:45 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 43629

Re: Friday Facts #204 - Another day, another optimisation

Those you would keep in a static field side by side for themselves so that they take up a single or two cache lines. It is very unlikely it would ever be evicted from the 1st level cache. You trade direct memory access to any location in memory for a extra single static mem load plus some extra inst...
by Cine
Sat Aug 19, 2017 8:34 am
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 43629

Re: Friday Facts #204 - Another day, another optimisation

If memory bandwidth is a problem, then it is probably not necessary to use a whole double as the frameReference. A single byte ought to be significant enough to prevent visual artifacts. For most calculations in a game it is probably unnecessary to use more than a float. Another trick to cut down me...

Go to advanced search