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Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 3:25 pm
by Klonan

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 3:38 pm
by Panderturtle
I mean, the poster does not represent actual gameplay that makes sense, but this should propably be fixed:
(the cut off inserster "hand")

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 3:42 pm
by ratchetfreak
tl:dr the fluid system originally was oop and had the fluidbox data in each entity which turned out to be slow because of CPU cache when needing to simulate the fluid (touching just the fluid boxes).

Now fluidboxes are pooled per connected section to improve locality with additional upside that it's parallelizeable.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 3:45 pm
by trilader
Also this gear on the belt is cut off.
cutoff_belt.png
cutoff_belt.png (488.77 KiB) Viewed 14052 times

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 3:52 pm
by Rseding91
ratchetfreak wrote:
Fri Nov 30, 2018 3:42 pm
tl:dr the fluid system originally was oop and had the fluidbox data in each entity which turned out to be slow because of CPU cache when needing to simulate the fluid (touching just the fluid boxes).

Now fluidboxes are pooled per connected section to improve locality with additional upside that it's parallelizeable.
"slow" is relative. You can still run a 1000 science-per-minute base at 60 UPS without issues. As you can see in the benchmark graph the pooling didn't actually help anything. The other improvements to the logic flow is what helped.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 3:56 pm
by dog80
the robots "working" on the assembler reminds me on starcraft svc's when they work at building sth - pretty cool

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 4:18 pm
by GuiltyBystander
How do you plan on handling fluid systems with more than one type of fluid in them? It'd be great if that was somehow prevented, but I've also seen some pretty cool systems that exploit a universal fluid system.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 4:23 pm
by TreefrogGreaken
Look cool!

Obviously at the moment these are looking like back-end changes to the fluid mechanics.

Should we modders just keep an eye on the api for anything to with how entites are interacting with the new fluid system, I saw a few changes in the 0.17 api.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 4:25 pm
by Ser_Optimus
Is it just me or are the HD textures getting more and more clean and the game's general look gets more and more cartoonish and colourful and away from its initial "used look"?

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 4:28 pm
by Amarula
Thank you! I love how you take the time to share what is happening. The poster looks awesome, even if it is already revealing our group tendency to OCD ;-) Have a marvelous time at GDS 2018, wish I could be there to meet you. The fluid optimizations are clearly already showing worthwhile improvements, hurrah! Keep doing amazing things, counting down the days until 0.17 :D

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 4:37 pm
by Brathahn
dog80 wrote:
Fri Nov 30, 2018 3:56 pm
the robots "working" on the assembler reminds me on starcraft svc's when they work at building sth - pretty cool
thats a furnace :D

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 4:39 pm
by Gergely
Is that finally a Wube software logo?

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 5:06 pm
by live22morrow
Clearly the moral of this story is that cache optimization makes everything better. Looking forward to 0.17.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 5:07 pm
by Albert
Panderturtle wrote:
Fri Nov 30, 2018 3:38 pm
I mean, the poster does not represent actual gameplay that makes sense, but this should propably be fixed:
(the cut off inserster "hand")
Fixed, thanks for the hint.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 5:18 pm
by dee-
Ser_Optimus wrote:
Fri Nov 30, 2018 4:25 pm
Is it just me or are the HD textures getting more and more clean and the game's general look gets more and more cartoonish and colourful and away from its initial "used look"?
Agreed. Dieselpunk -> Comicpunk :(

Maybe some kind of additional "tint" could be selectable from the Options? Like "colorful", "normal", "dystopian", ...

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 5:24 pm
by ohmusama
As someone playing FluidWorld, pipe optimizations are greatly welcome!

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 5:48 pm
by Optera
You find the cut off inserter hand and gear, but but don't think the long handed inserter is totally wrong?
It removes from the furnace and places into the arithmetic combinator.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 5:52 pm
by pleegwat
Optera wrote:
Fri Nov 30, 2018 5:48 pm
You find the cut off inserter hand and gear, but but don't think the long handed inserter is totally wrong?
It removes from the furnace and places into the arithmetic combinator.
And the refinery input is connected to the input side of a pump, which is filled with lubricant, and that is fed into a heat exchanger.

And the output of the heat exchanger is linked to one of the refinery outputs, and nothing else.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 6:01 pm
by Wakaba-chan
dee- wrote:
Fri Nov 30, 2018 5:18 pm
Ser_Optimus wrote:
Fri Nov 30, 2018 4:25 pm
Is it just me or are the HD textures getting more and more clean and the game's general look gets more and more cartoonish and colourful and away from its initial "used look"?
Agreed. Dieselpunk -> Comicpunk :(

Maybe some kind of additional "tint" could be selectable from the Options? Like "colorful", "normal", "dystopian", ...
We need special "toyland" style like in OpenTTD. (joking) Actually I love the way graphical style of Factorio develops. It's still rusty enough. Also I love idea to make biters cuter (I noticed one at the bottom of picture). I believe if Factorio been made in Japan or Korea, that biters would be some extremely adorable thing you would definitely like to take home. With appropriate IRL plush merch, of course. Say, like beefalo from Don't Starve. I have one, it's so sweet.

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Posted: Fri Nov 30, 2018 6:12 pm
by Mike5000
This is the kind of no-nonsense hard work that makes Factorio great. Thank you.