[quote who="Wetballs" reply="23" id="3425519"] Yeah well, I don't think I'll ever look at yellow stars the same again. Did everyone know they had better planets? I never realized that. [/quote] I didn't know about the patters or intentions, but my gut feeling always has said that programmers make the yellow sun look like Earth's solar system ;) (I realise that in truth the Earth is not on all yellow suns, and that the gut feel
Stringer2
[quote who="Lucky Jack" reply="36" id="3425417"] So, if you only have 4GB of RAM, GC2 is already close to page faulting, which will start slowing down the game's performance, as we have discussed in other threads. [/quote] Somehow I get the feeling that you don't want to see memory swapping at all. But the argument was, can it be allowed? I think it can be to some extent, and I have tried to explain why (because I think other issues with modern hardwar
[quote who="Tridus" reply="34" id="3424750"] Quoting Stringer2, reply 32 First, as far as I have understood right, modern AI works all the time in the own thread(s) ( ) and not just when you press end turn. The stuff that happens at the end of a turn can't happen until the player pushes the end turn button, no matter how many threads you have. Also if turns are sequential the AI can't go at all until their turn comes around, no matter how many threads you
[quote quoting="post"] I was playing a little of Distant worlds, and one thing I didn't like was that I couldn't decide on what techs to research. [/quote] Whaat?? You were playing the most recent add-on as a pirate? Because otherwise you most definitely can and should decide.
[quote who="Tridus" reply="31" id="3424632"] During a turn end when all the AIs are going, you need the entire game state in memory to do all the processing that comes with it. If you have to constantly page game state in and out to do AI turns, the turns will take dramatically longer because paging is horrifically slow. It seems unlikely there's going to be 4GB of game state to work with for that, but we'll see.[/quote] First, as far as I have u
[quote who="Lucky Jack" reply="15" id="3424585"] Even so, I wouldn't be surprised if the devs found some of the newer programming languages lacking in some instances, simply because it takes time for any programming language to "mature". I am sure Brad & co are quite busy, but maybe they can give us a simple and approximate count of the number of work/arounds they have had to create to solve deficiencies in the programming language(s) ability to handle asynchronicity?[/quot
[quote who="Lucky Jack" reply="29" id="3424581"] You are both only part right. From a general system perspective the primary problem is how high the page fault rate goes. The more page faults per second the slower an app will run. It can even get so high that the program will appear hung. Providing more RAM will reduce the paging rate. [/quote] Your point? Lets assume you have 16gb ram in your computer and all that is available for the game. Do you seriously t
[quote who="Tridus" reply="12" id="3424523"] Yeah, for sure. It's a good framework. I don't know how popular it is for games though.[/quote] There has been few. I don't know about the really big names, but I think the Distant Worlds is one example. The cross-platform requirement is probably one of the biggest reasons someone would use something else. But in the MS only worlds .NET should be rather attractive one, because that is where MS is pushing us all.
[quote who="Tridus" reply="27" id="3424520"] It becomes the concern of the programmer as soon as someone creates a super stupid huge system on a machine with 4GB of RAM, and the game slows to a crawl as it pages in and out trying to do things that require more than 4GB of data in working memory at the same time, because that person is going to post a review on Metacritic complaining about how slow the game is. [/quote] True, and that is why I said I'll sim
[quote who="Tridus" reply="9" id="3424494"] The trick there is that if you're just using "await foo.DoStuff()" form the UI thread, you're not actually getting parallelism. In that context it uses cooperative multitasking and yields the existing thread when it's waiting on a blocking call. That maintains UI responsiveness, but isn't running things in parallel. (It can run things in parallel if you use it in some other contexts, though.) [/quote] <p
[quote who="Tridus" reply="25" id="3424496"] The address space is virtually unlimited, but the amount of stuff you can actually have in RAM at one time is not.[/quote] Yea, but it is no concern of programmer. The OS handles that, unless the programmer specifically wants to participate in the process. Despite your needs, there is no way a regular PC could move all that data to registers and do calculations with it at once. Even if there is data available worth of Xg
[quote who="Omsad" reply="14" id="3416297"] E.g. Is the aspiration to make galciv3 scale to the amount of memory the computer it's running on. For example if I have 16gbs I'll be able to run a game "x" large but if I have 64gbs I'll be able to run a game four times larger than "X"?[/quote] I'm going simplify this by asking, why would a programmer want to know your memory amount? They got rid of the 2gb barrier, so they can make data available up to
[quote who="Lucky Jack" reply="2" id="3424390"] Asynchronous processing is indeed a bear to program for. [/quote] It could be, but in C# and .net4.5 it's actually pretty straight forward. It even got better with concurrent lists and async/await keywords, but I'm not going too much to details. However, the question is, what do these guys use for GC3? Somehow I don't think it is the .NET, because they and you make this so big issue.
[quote who="Heavenfall" reply="13" id="3423549"] Made it past 700k just barely! I really hope this game turns out as good as they pitch it.[/quote] Yea, really nice final spurt. I calculated, that the average backer was around $43. I wonder how the final $50k came? Did they get couple big donations, or lots of small late participants. Well anyway, we'll see what it brings. I haven't studied all the material available, so I only know
Only 11 hours left to get Starbase Boarding Operations.
Well, it made it with a good margin and there is still many hours left to participate ;)
[quote who="psychoak" reply="37" id="3419813"] We've already gotten a cure for walking around stations hunting for asshats to hire from a modder. I don't expect Vanilla XR to ever be as good as vanilla X3, but the processing power available to the game dwarfs it's predecessor thanks to being a proper threaded engine. If and when they finish the game, we potentially have the ultimate space sim waiting for us, one that isn't crippled by a horrendous cpu bottlene
[quote quoting="post"] Will GalCiv III be supporting any platforms other than Windows? Specifically, you really need to release a Mac & Linux version. You'll find there are a lot of eager Mac/Linux gamers out there who are ready to throw their money at you for native versions. How about some love for us non-Windows users? [/quote] Make work with Wine? Insane idea. First, it changes all the time. Second, the Windows change
[quote quoting="post"] ...and anything else that comes to Brad's mind [/quote] Maybe some kind alpha or in-house tools for creating (mod) content when the alpha is available? I don't care personally, but just a thought. Who knows, maybe those even work better if the modders get a chance to give feedback before it is too late.
Yea, so Juankoski is okay then :) You can find it from Wikipedia, even the English one. The guy in the end (Juice) sang "Juankoski, here I come". Can't get rid of that song ringing in my head. [video] https://www.youtube.com/watch?v=KWdgNw8K58k [/video]
What I really wonder, do they give a second chance if the first suggestion doesn't pass? I mean is the system going to be automated, or does someone just receive a lot of email and decide which one is good and which one isn't?
[quote who="joasoze" reply="37" id="3411418"] A wood with an animal that multiplies so fast that it can feed millions of people on the planet A mystic communication device that can call mercenaries to work for you at a high price, but with some very useful ships [/quote] A mystic wood with a communication tree that can call pirates to enslave your citizens? And you don't know of it before it happens, of course.
Tried FE:LH today. Probably shortest game I have ever played. I managed to lose in the first turn :D
I think the good balance is the way. Probably more micro in the beginning and ways to reduce it in the later stages. I'm not so sure I personally want to play housekeeping under name 4X ( e x plore, e x pand, e x ploit, and e x terminate ) all day long.
[quote who="Voqar" reply="8" id="3410411"] I mean, yeah, I threw down $100 for GC3 without even thinking, but throwing 100 at stardock who has always treated us like gold is a bit different than throwing 100 at some company I've never heard of for a game that doesn't have a demo and that doesn't sell any kind of package combining the whole game...meh..that's risky even when many say it's a game that measures up to GC2. So you'd basically have to pa