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Connecting Traffic
#2
The plan is to support at least 2-legged flights. With the goal being 3-legged. 3 or more legs may require GPU-Compute, manual SIMD tuning, or an accelerator add on card. (The latter would cost a few hundred bucks, so it might just be limited to persistent online games.) We also might run into ram issues.

Currently, I have a 2-legged system implemented, but it is not fully optimized. Thus, I am using 1-leg (point to point) for the time being to develop the rest of the game.

Once I get the rest of the game built up enough, I'll re-enable 2-legged flights and optimize the process to work reasonable well with just CPU processing. I'll come back to 3-leggs and more toward the end of the game's development.

There is a saying in programming, "Premature Optimization is the root of all evil."

Assuming I don't do GPU Compute, hand written SIMD, or acceleration cards, I may make the number of legs the game processes customizable. Core counts jumped from quad cores to 64-cores in GearCity's development time (2 Cores to 16+ Cores for most prosumers in that time frame). I suspect core counts will continue to increase over the next decade or two even though I am trying to make the game work well on my 8-core machine. The processing seems to scale linearly with core counts.

^Note, when I say leg I'm talking about a departure and an arrival, not a technical stop.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
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Connecting Traffic - by burlywizard - 07-29-2025, 07:53 PM
RE: Connecting Traffic - by Eric.B - 07-29-2025, 08:14 PM

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