Search found 160 matches
- 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
- 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?
- 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 ...
- 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
viewtopic.php?f=18&t=33685
and more of it with practical info:
viewtopic.php?t=19851
- 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 ...
- 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 ...
- 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...
- 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...
- 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 ...
- Sat Jan 21, 2017 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Circuit wire
- Replies: 7
- Views: 2938
Re: Circuit wire
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.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
- 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....
- 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.
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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)
Why wouldn't you want to output to underground belts? It would make it cheaper since all those splitters cost advanced cirucits.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.