Search found 160 matches

by hansinator
Fri Jan 27, 2017 8:01 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 41012

Re: Friday Facts #175 - Programmable Speaker

A speaker! So nice! <3
by hansinator
Wed Jan 25, 2017 6:04 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201136

Re: Parrallel processing in games & applications

Yes I understand. But that level isn't compiler related and hoho asked about the compiler. Or do I miss something?
by hansinator
Wed Jan 25, 2017 4:30 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201136

Re: Parrallel processing in games & applications

What the belt really gains is in the dependency analysis. Isn't that analysis done on compiler side? If so, what stops from using it on regular x86? On compiler-level it is the programming language. Dependencies are not clear if you support side-effects (e.g. global variables). A proper dependency ...
by hansinator
Wed Jan 25, 2017 2:08 am
Forum: General discussion
Topic: fluid flow
Replies: 2
Views: 1462

Re: fluid flow

Here's a good explanation of fluid flow:
viewtopic.php?f=18&t=33685

and more of it with practical info:
viewtopic.php?t=19851
by hansinator
Sun Jan 22, 2017 11:39 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201136

Re: Parrallel processing in games & applications

You should put that stuff you wrote there in a separate article, possibly even non-FFF one. I'm sure a LOT of people would be interested in reading it but only a few ever see it due to it being hidden in a thread full of mental mastrubation :) Yeah, we're thinking of that. For these questions were ...
by hansinator
Sun Jan 22, 2017 9:57 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201136

Re: Parrallel processing in games & applications

In modern times memory bandwidth is the main limiter which is around 20Gb/s in hardware where factorio targets itself. I've heard that before from a dev that memory bandwidth is the limiting factor. I believe you are just guessing, because I have numbers that show a different situation. I ran some ...
by hansinator
Sat Jan 21, 2017 10:56 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201136

Re: Parrallel processing in games & applications

That to me just confirms how badly we need to optimize memory access patterns. Your CPU is chilling on 2.3GHz because it has nothing better to do than to wait on memory fetch. If we managed to make memory accesses more sequential, you'd see higher memory throughput and possibly higher CPU clock spe...
by hansinator
Sat Jan 21, 2017 10:12 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201136

Re: Parrallel processing in games & applications

That tool appears to be summing read throughput with write throughput. So it's around 25Gb/sec for read or for write, which is what I meant. You are interpreting that wrong. Yes it sums up reads & writes, because the sum reflects the total memory bus bandwidth that is currently used by the syst...
by hansinator
Sat Jan 21, 2017 9:08 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201136

Re: Parrallel processing in games & applications

In modern times memory bandwidth is the main limiter which is around 20Gb/s in hardware where factorio targets itself. I've heard that before from a dev that memory bandwidth is the limiting factor. I believe you are just guessing, because I have numbers that show a different situation. I ran some ...
by hansinator
Sat Jan 21, 2017 1:18 pm
Forum: Ideas and Suggestions
Topic: Circuit wire
Replies: 7
Views: 2938

Re: Circuit wire

FunMaker wrote:The best would be to reduce wires to one and add channels - so it would be possible to send multiple valus of the same signal
That adds complexity in configuration to all circuit-enabled entities and you will lose the ability to see how things are connected by hovering the mouse over an entity.
by hansinator
Sat Jan 21, 2017 12:21 pm
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 27339

Re: The sad state of circuit logic

Well I have to say that I don't accept any arguments that say you don't need circuits or that they are of no benefit, just a toy or that they become too complex and huge. Why? Because my motivation to create this thread was to change exactly these things. I'd like the circuits to become more useful....
by hansinator
Sat Jan 21, 2017 12:16 pm
Forum: Ideas and Suggestions
Topic: Circuit wire
Replies: 7
Views: 2938

Re: Circuit wire

Well you have to get creative and occasionally you have to add an additional no-op combinator. I don't think the game would benefit from more wire colors.
by hansinator
Sat Jan 21, 2017 11:35 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 246343

Re: Performance optimization - post your saves

Entities are stored on a grid inside each chunk so it's relatively fast to iterate over ones in a given area. However, when your area is massive (50x50) that doesn't really help since that's still a ton of area to check. I see. Mhh if the search can't be optimized further, maybe the querying can. O...
by hansinator
Sat Jan 21, 2017 12:09 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 246343

Re: Performance optimization - post your saves

There's nothing that can be done about that other than doing the logic differently in the mod. Finding all of a specific entity in a given area is one of the more CPU intensive things you can do with a mod and that's exactly what the item-collector type mods do. The items existing is no problem - t...
by hansinator
Thu Jan 19, 2017 12:06 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388473

Re: [MOD 0.14.13+] Creative Mode 0.2.5 - Cheats++, Clicks--

But since I've upgraded to 0.2.5 from 0.1.5 my main sandbox map will give this error on loading and quit immediately: ... this seems to be a known problem (see this post above , will be fixed in the next version), caused by some items placed in a specific way, and your map probably has just that se...
by hansinator
Tue Jan 17, 2017 8:17 am
Forum: General discussion
Topic: Thoughts on proposed Nuclear
Replies: 12
Views: 6610

Re: Thoughts on proposed Nuclear

Best thoughts on proposed niclear I have read so far.
It makes me wonder why the Factorio guy might bother with nuclear and complex fuels while he's got portable fusion reactors in his pocket.
by hansinator
Sun Jan 15, 2017 2:07 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: end-game iron/copper and steel smelting (non-smart)
Replies: 16
Views: 57875

Re: end-game iron/copper and steel smelting (non-smart)

Somehow it feels like an exploit, but maybe that's just me being silly. And to be honest I've never really tried, so I don't know exactly how to set that up :) I know what you mean, but it is so convenient. As soon as inserters output onto a nearly compressed underground belt exit/entrance from the...
by hansinator
Sun Jan 15, 2017 4:17 am
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 27339

Re: The sad state of circuit logic

You have to take into account that once you introduce a belt into the system you are able to control exactly how many items are to be moved from one area to another. This means that the only builts that suffer in an uncontrollable way from an indeterministic process the are builds that only use the...
by hansinator
Sat Jan 14, 2017 8:11 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 542922

Re: Let's see your clever builds

@hansinator: Someone posted this on reddit a while back: http://i.imgur.com/HbAiEjw.png Nice link. I've adapted socket's design to fix that problem. I've stretched the design a little to fit in two input belts. It's the same height but wider while still retaining beacon count, beacon effects on fur...
by hansinator
Sat Jan 14, 2017 1:59 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: end-game iron/copper and steel smelting (non-smart)
Replies: 16
Views: 57875

Re: end-game iron/copper and steel smelting (non-smart)

vanatteveldt wrote: I have no idea how to increase output from ~2390/m to 2400 without outputting to an underground belt, I've tried a couple of things but it always blocks somewhere else.
Why wouldn't you want to output to underground belts? It would make it cheaper since all those splitters cost advanced cirucits.

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