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Zero-k Running on ONE core at a time!!!

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Date Editor Before After
8/28/2015 1:53:35 AMGBrankTheEloIsALie before revert after revert
8/28/2015 1:50:20 AMGBrankTheEloIsALie before revert after revert
Before After
1 (new post to break wall of text and respond to something else) 1 (new post to break wall of text and respond to something else)
2 \n 2 \n
3 [quote]These issues may be specifically addressed with some very creative solutions but almost everything that happens in the engine fires up some lua event and if these will run in parallel all hell will break loose[/quote] 3 [quote]These issues may be specifically addressed with some very creative solutions but almost everything that happens in the engine fires up some lua event and if these will run in parallel all hell will break loose[/quote]
4 \n 4 \n
5 Are there lua things that need to interact back with the engine (while also affecting [i]relevant[/i] stuff) before the next lua callin should happen? Otherwise, collecting and then sequentially processing them may allow that part to be done. I'd imagine such situations would exist, but I can't think of one in ZK right now... 5 Are there lua things that need to interact back with the engine (while also affecting [i]relevant[/i] stuff) before the next lua callin should happen? Otherwise, collecting and then sequentially processing them may allow that part to be done. I'd imagine such situations would exist, but I can't think of one in ZK right now...
6 \n 6 \n
7 [quote]If they die in parallel, their ids may get switched leading to desync.[/quote] 7 [quote]If they die in parallel, their ids may get switched leading to desync.[/quote]
8 So basically, all dependence on sequentiality of events would need to be removed. I'd imagine this to be possible by making both the RNG and the distribution of IDs be decided by, say, a hash of relevant arguments ( unit id/health/location/reload timer/target id etc. ) and the game frame. I get that hashing a bunch of garbage every time you want to assign a unit ID is a lot more time-consuming than incrementing a counter, but I'm not under impression that unit creation is a major bottleneck right now. 8 So basically, all dependence on sequentiality of events would need to be removed. I'd imagine this to be possible by making both the RNG and the distribution of IDs be decided by, say, a hash of relevant arguments ( unit id/health/location/reload timer/target id etc. ) and the game frame. I get that hashing a bunch of garbage every time you want to assign a unit ID is a lot more time-consuming than incrementing a counter, but I'm not under impression that unit creation is a major bottleneck right now. For RNG you might even find something that behaves well with being seeded every time you call it. We're surely not the only ones with need of reasonable ( but deterministic in given parameters) randomness.
9 \n 9 \n
10 And yeah, it's easy to suggest something from the outside with no clue how things work [url=https://xkcd.com/793/](relevant xkcd)[/url], but I'm just trying to come up with solutions for presented problems. It's what I like to do. 10 And yeah, it's easy to suggest something from the outside with no clue how things work [url=https://xkcd.com/793/](relevant xkcd)[/url], but I'm just trying to come up with solutions for presented problems. It's what I like to do.