Nothing definate at this time. All in all the multi-core plan works a little like this, let's create a game first and then see how much time we have over for things like multi-core support.
I did some programming a long time ago, long before multi- cores, but I would imagine that to implement multi threading in a major way, you would need to decide on that, before you started coding, and that it might even effect your design choices.
donbt be mean, he didnt know!
"Just" code a new engine? Do you know what you just said?![]()
If it's using the same hog of an engine HOI3 uses then I'd say yes.
If it's using the same hog of an engine HOI3 uses then I'd say yes.
Multicore support aint that hard :
Divide the game in to two :
Game server (all the calculation, database)
Game client (the interface)
Freeciv follow this modell, from a comersial company with full time staff I would have exspected even better multicore support, but dual core support like that should be a pice a cake for a developer like Johan.
Dividing the game like that should also make bug hunting easyer, as one can spot in which part the memory leak, crash what ever is in.
Also this makes MP support included for free at least that how the freeciv game server works.
Multicore support aint that hard :
Divide the game in to two :
Game server (all the calculation, database)
Game client (the interface)
Freeciv follow this modell, from a comersial company with full time staff I would have exspected even better multicore support, but dual core support like that should be a pice a cake for a developer like Johan.
Dividing the game like that should also make bug hunting easyer, as one can spot in which part the memory leak, crash what ever is in.
Also this makes MP support included for free at least that how the freeciv game server works.
delra said:Eliminate this problem and there's a whole new huge market opening for you, people with computers too slow to run EA games.
Multicore support aint that hard :
Divide the game in to two :
Game server (all the calculation, database)
Game client (the interface)
Freeciv follow this modell, from a comersial company with full time staff I would have exspected even better multicore support, but dual core support like that should be a pice a cake for a developer like Johan.
Dividing the game like that should also make bug hunting easyer, as one can spot in which part the memory leak, crash what ever is in.
Also this makes MP support included for free at least that how the freeciv game server works.
Personally I wouldn’t have thought it easy at all. I would have thought that single vs multithreading was a paradigmic choice like functional vs object oriented. However when I posted this:
King felt it worthy of ridicule. Maybe I should have kept my empathy / sympathy to myself.
People get frustrated because they've got a couple of cores sitting around idle. Of course the Techies have realised that on a modern gamers desktop the computing power sitting idle on your graphics card far outweighs anything on the CPU. Hence I suspect it won't be long before people start complaining that Paradox games don't utilise DirectCompute.
The unix modell of client-server program is proven and old technology that thousands of hobbyist programmers are able to implementent. Yes in its basic form it offers from my understand only dual core support, but there is nothing hindering multi core support for the game server part later one.
I suggest the unix modell not because it the newest, but knowing paradox I thought such and old and proven way of doing thing should be in reach even with limited resources. If there are better ways you can afford please do so.
What is the best way of doing multicore support :
Nr1 : Make a single tread program then later one port it to multi treaded
Nr2 : Design from the beginning the game to be multi treaded.
From the answer follows, no real multicor support for Victoria 2. To much work when you have written thousands line of code.
Anyone else see where this ones going to go:
1 Paradox decides to build a completly new engine which is multi-core, CUDAed and has ABS and power steering.
2 "Oh dear we've got to throw away a lot of the old code and start implementation from scratch."
3 Years of moaning: "Why didn't vanilla EU4 1.0 at least have all the features that EU3 had after HTTT and its seventeen patches?