Search found 952 matches
- Tue Nov 07, 2017 10:58 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44343
Re: Friday Facts #215 - Multithreading issues
Of course since you're C++ based... really you'd have to either break the constructor out to an initilaizer instead... or do a new override that takes a set. (C++ Sucks for custom allocations :) ) With modern C++ argpack forwarding and placement new works well to do syntaxes that are both sane and ...
- Mon Nov 06, 2017 9:56 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44343
Re: Friday Facts #215 - Multithreading issues
IMO the first step should be to make everything allocator aware. Create a (statefull) allocator API and default it to use your existing new/delete approach. That way you have a platform to do experiments with. You can add logging to see where a lot of allocations happen and see if it makes sense to ...
- Fri Nov 03, 2017 9:29 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44343
Re: Friday Facts #215 - Multithreading issues
I don't agree that false sharing is an issue at all. Threads mutually stepping on each other's L3 (and maybe shared L2) cache entry and purging stuff a thread still needs is a much more likely issue. Also std containers can take custom statefull allocator, so can allocate_shared (you'll have to make...
- Fri Nov 03, 2017 12:15 pm
- Forum: Modding help
- Topic: Random with probability
- Replies: 8
- Views: 2214
Re: Random with probability
create the cumulative sum and then pick a number between 0 and the sum of the original: table = { {name = "name-01", probability = 100, cumsum = 100}, {name = "name-02", probability = 90, cumsum = 190}, {name = "name-03", probability = 20, cumsum = 210}, {name = "n...
- Fri Nov 03, 2017 12:20 am
- Forum: Releases
- Topic: Version 0.15.37
- Replies: 39
- Views: 33559
Re: Version 0.15.37
For a commercial 1.0 release, you might want to release for holiday (2018-2020 somewhere around there :D ). For a full commercial release, the holiday period is critical for sales and january/february release would be commercial suicide. For a major patch like this however, I think early 2018 makes...
- Mon Oct 30, 2017 4:55 pm
- Forum: Ideas and Requests For Mods
- Topic: Filter for chests like in wagons
- Replies: 12
- Views: 6232
Re: Filter for chests like in wagons
People also request boats a lot, doesn't mean they are necessary to enjoy/finish the game But this is the modding sub forum and we are talking about adding the option to mod it in. There are several ideas that would be helped by a filterable chest. For example a proxy inventory, a chest that when s...
- Tue Oct 03, 2017 3:33 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69699
Re: Friday Facts #203 - Logistic buffer chest
Even so, my question remains :) Why did RAM Module latencies raise so much over the years? It's not that they raised, the timings on the table in the wikipedia article indicates that the absolute times have stagnated. It's more that the clock speeds have increased which means that the cas latency w...
- Tue Oct 03, 2017 1:35 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69699
Re: Friday Facts #203 - Logistic buffer chest
"The memory transfer speed itself is not that slow, but the waiting (latency) time between ordering and receiving it is. " Doesn't that describe the memory value "CAS Latency" ? Or am I wrong? If I'm not wrong, why have memory modules gone to such a high CAS latency value in thi...
- Tue Oct 03, 2017 9:11 am
- Forum: Modding discussion
- Topic: How to make MP-compatible mod?
- Replies: 5
- Views: 2049
Re: How to make MP-compatible mod?
but don't ever hardcode game.players[1], instead either loop over all players or use the player involved in whatever event that triggered the codebobingabout wrote:use game.players[#]. instead of game.player.
- Wed Sep 27, 2017 11:06 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200962
Re: Parrallel processing in games & applications
I remember the last time we had similar discussion you also bowed out in a similar way when I started putting up hard data that showed your claims to not apply to real life. No, I bow out because you are impossible to discuss things with as you don't seem to understand that different words have dif...
- Tue Sep 26, 2017 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Prevent bots placing ghosts with unlearned recipes
- Replies: 8
- Views: 2179
Re: Prevent bots placing ghosts with unlearned recipes
Or just set the recipe by hand, copy paste from one to all the others Not as easy in a "mall" setup (where this would be the most handy). Then every assembler has a different recipe and you will need to manually adjust the mall every time you finished a research. Setting manually is error...
- Mon Sep 25, 2017 10:49 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56074
Re: Friday Facts #209 - Optimisation is a way of life
you can stop them spawning altogether when creating a map.hreintke wrote:I am relative new to the game and probably an atypical player.
Using peacefull mode and evem detroying all enemy structures with console when starting a game. I just don't want to fight, only logistics.
- Mon Sep 25, 2017 9:50 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56074
Re: Friday Facts #209 - Optimisation is a way of life
If you read the forum and FFF you should know that they can't implement multi threading and the big problem they have is RAM related not CPU related. Is it really that they can't implement multithreading at all or is it that it's complicated due to structural design decisions made in the past? Do y...
- Fri Sep 22, 2017 9:36 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56074
Re: Friday Facts #209 - Optimisation is a way of life
IMO it is possible to make the logi bots bounding boxes available for collision detection while still keeping the speedup of collapsing the mutating state. BotID id; //to select the sprite special value for those killed/mined early Bot* pointer;//pointer to the actual bot entity for out of band stuf...
- Fri Sep 22, 2017 2:45 pm
- Forum: Gameplay Help
- Topic: Furnace switch based on belt being backed up
- Replies: 2
- Views: 1436
Re: Furnace switch based on belt being backed up
Sounds more like he has a mixed smelting setup where he wants to cut off the input for stuff that isn't needed, aka if iron is backing up then shut off the iron ore to the smelter and let copper take over the smelting capacity. with a buffer that is possible, if buffer is >75% turn off input for tha...
- Thu Sep 21, 2017 12:32 pm
- Forum: General discussion
- Topic: float point and why it is used in factorio
- Replies: 20
- Views: 7501
Re: float point and why it is used in factorio
Your information is severely outdated. Current day CPUs you will find in computers will have very fast floating point operations on the same order of speed (1 or 2 cycles) as integer operations. An integer divide is is one of the slowest instructions you can make it do after fetching data from cold...
- Thu Sep 21, 2017 10:05 am
- Forum: General discussion
- Topic: float point and why it is used in factorio
- Replies: 20
- Views: 7501
Re: float point and why it is used in factorio
Loading a single float into the FPU means loading it from memory and then pushing it to the FPU, which then converts it to long double internally. That extra conversion step takes a tick longer than loading a double. Or at least it used to before all the SIMD hardware. Now loading up 8 floats into ...
- Wed Sep 20, 2017 3:35 pm
- Forum: Ideas and Requests For Mods
- Topic: Filter for chests like in wagons
- Replies: 12
- Views: 6232
Re: Filter for chests like in wagons
People also request boats a lot, doesn't mean they are necessary to enjoy/finish the game But this is the modding sub forum and we are talking about adding the option to mod it in. There are several ideas that would be helped by a filterable chest. For example a proxy inventory, a chest that when s...
- Wed Sep 20, 2017 11:43 am
- Forum: Ideas and Requests For Mods
- Topic: Filter for chests like in wagons
- Replies: 12
- Views: 6232
Re: Filter for chests like in wagons
It's a common enough request which shows that people disagree with that.Rseding91 wrote:That's not possible to mod in. Additionally it's not needed for anything in the game.
- Wed Sep 20, 2017 8:19 am
- Forum: General discussion
- Topic: float point and why it is used in factorio
- Replies: 20
- Views: 7501
Re: float point and why it is used in factorio
A (single precision) float is 4 bytes, exactly as expensive to store as a int32. And in modern processors it has a lot of SIMD hardware dedicated to operating on it. Each operation is about as expensive as the equivalent int operation. And that is simply not true. Floating point operations are SIGN...