Posted by: Steve Walmsley
« on: Today at 03:22:24 AM »Editable value in Game Options for
Maximum number of Civilian Shipping Lines (per Race)
Maximum number of ships per a Civilian Shipping Line
Shipping Lines have changed in v2.6 and will have far fewer ships.
Steve, sorry, elaboration for civ lines is it performed using CPU core(s) different from the one(s) used for the player? or even using GPU?
I'm not sure, but C# should allow the selection of the processor(s) where a program is executed, and, if not already implemented, parallelism and/or GPU could improve a lot the performance for this part of the game.
I made the decision long ago to emphasis readability, ease of coding and *especially* ease of debugging over trying to implement parallel processing, or anything else that increases development complexity for possible performance gains.
I've seen a lot of people start Aurora-type games and they all seem to go down the 'clever architecture' route, focusing on the coding rather than the game design. I'm a reasonable programmer in technical terms, but I am certain there are many more capable programmers than me. My philosophy for Aurora is a primary focus on game design, implemented in a relatively straightforward way, and maintaining enthusiasm over a long period.
In summary, I agree that adding multi-threading could result in some performance gains. However, given the downside in development time and debugging complexity, I would rather spend my limited free time adding new features and keeping Aurora simple to develop.