<!--quoteo(post=1878351:date=Oct 7 2011, 02:12 AM:name=[=Alex=])--><div class='quotetop'>QUOTE ([=Alex=] @ Oct 7 2011, 02:12 AM) <a href="index.php?act=findpost&pid=1878351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--> "We just had a great playtest. A couple TINY things to fix but we now anticipate releasing Build 186 in a day. Finally!"
lol :D<!--QuoteEnd--></div><!--QuoteEEnd-->
HAH! so i was right, i think someone owes me a dollar.
<!--quoteo(post=1878350:date=Oct 7 2011, 01:58 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Oct 7 2011, 01:58 AM) <a href="index.php?act=findpost&pid=1878350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i get the feeling that when they do eventually call it done and pop in multithreading 'performance' gains will increase alot.<!--QuoteEnd--></div><!--QuoteEEnd--> Multithreading isn't something you just "pop in", though.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
multithreading is not so easy to do (with lua). the whole lua code is not thread-safe, and as far as i know there is no semaphores. so, i guess the game logic (lua code) will always stay single threaded. some other parts are already split into seperate threads (fmod is utilizing multi threading a lot, i think also low level network stuff etc.). also rendering will stay single threaded i think, it's quite difficult to create a multithreaded rendering pipeline (i just know it from openGL, where it's impossible, or at least was impossible for a long time).
<!--quoteo(post=1878380:date=Oct 7 2011, 09:13 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 09:13 PM) <a href="index.php?act=findpost&pid=1878380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->multithreading is not so easy to do (with lua). the whole lua code is not thread-safe, and as far as i know there is no semaphores. so, i guess the game logic (lua code) will always stay single threaded. some other parts are already split into seperate threads (fmod is utilizing multi threading a lot, i think also low level network stuff etc.). also rendering will stay single threaded i think, it's quite difficult to create a multithreaded rendering pipeline (i just know it from openGL, where it's impossible, or at least was impossible for a long time).<!--QuoteEnd--></div><!--QuoteEEnd--> oh wow thats actually pretty nice to know. i guess multithreading won't help as much as i thought :x
<!--quoteo(post=1878380:date=Oct 7 2011, 07:13 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 07:13 AM) <a href="index.php?act=findpost&pid=1878380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->multithreading is not so easy to do (with lua). the whole lua code is not thread-safe, and as far as i know there is no semaphores. so, i guess the game logic (lua code) will always stay single threaded. some other parts are already split into seperate threads (fmod is utilizing multi threading a lot, i think also low level network stuff etc.). also rendering will stay single threaded i think, it's quite difficult to create a multithreaded rendering pipeline (i just know it from openGL, where it's impossible, or at least was impossible for a long time).<!--QuoteEnd--></div><!--QuoteEEnd--> Nothing is impossible with the right amount of intelligence backing it up ;)
-or- as the great Justin Beiber said, "nevaaah say nevaaaah!" (trollinnnn) lol
<!--quoteo(post=1878380:date=Oct 7 2011, 07:13 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 07:13 AM) <a href="index.php?act=findpost&pid=1878380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->multithreading is not so easy to do (with lua). the whole lua code is not thread-safe, and as far as i know there is no semaphores. so, i guess the game logic (lua code) will always stay single threaded. some other parts are already split into seperate threads (fmod is utilizing multi threading a lot, i think also low level network stuff etc.). also rendering will stay single threaded i think, it's quite difficult to create a multithreaded rendering pipeline (i just know it from openGL, where it's impossible, or at least was impossible for a long time).<!--QuoteEnd--></div><!--QuoteEEnd--> I don't really mind the game being run on a core, but as for the engine, well, lets get that multithreaded. Or better yet, have the engine run on all available cores sans one, and leave that one for the game. Everyone wins, except for the skulks I will shoot.
<!--quoteo(post=1878389:date=Oct 7 2011, 08:22 AM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Oct 7 2011, 08:22 AM) <a href="index.php?act=findpost&pid=1878389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nothing is impossible with the right amount of intelligence backing it up ;)
-or- as the great Justin Beiber said, "nevaaah say nevaaaah!" (trollinnnn) lol<!--QuoteEnd--></div><!--QuoteEEnd-->
Please never mention that no talent kid again, even in jest.
Release today hopefully for real! This time it was mentioned on Twitter :D.
<!--quoteo(post=1878393:date=Oct 7 2011, 06:41 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 06:41 AM) <a href="index.php?act=findpost&pid=1878393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you don't want 4 months without updates, only because of multi threaded lua code :)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1878420:date=Oct 7 2011, 11:31 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Oct 7 2011, 11:31 AM) <a href="index.php?act=findpost&pid=1878420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep guessing every day guys; you'll get it eventually...<!--QuoteEnd--></div><!--QuoteEEnd-->
Guess we did,
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Now a little more testing and fixing. Looks like today's the day!<!--QuoteEnd--></div><!--QuoteEEnd-->
from Twitter. Crappy thing is my internet is going incredibly slow at 156kb/s at the moment, even after the DSL tech came out today. So I opted to upgrade to fiber, which I wont get till tomorrow(though that's shockingly quick having just ordered it this morning). Funny thing is I was paying $45 a month for 6mb connection, the fiber upgrade is a 12mb at $34 a month. Should have looked into it sooner, assumed it would be more expensive.. Fiber is the future.
<!--quoteo(post=1878422:date=Oct 7 2011, 06:58 PM:name=MaGicBush)--><div class='quotetop'>QUOTE (MaGicBush @ Oct 7 2011, 06:58 PM) <a href="index.php?act=findpost&pid=1878422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Funny thing is I was paying $45 a month for 6mb connection, the fiber upgrade is a 12mb at $34 a month. Should have looked into it sooner, assumed it would be more expensive.. Fiber is the future.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry 4 OT: But this IS damn expensive. I Pay 39€ for 50 mbit/s. (Location is Germany)
<!--quoteo(post=1878425:date=Oct 7 2011, 12:04 PM:name=Mr Moe)--><div class='quotetop'>QUOTE (Mr Moe @ Oct 7 2011, 12:04 PM) <a href="index.php?act=findpost&pid=1878425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry 4 OT: But this IS damn expensive. I Pay 39€ for 50 mbit/s. (Location is Germany)
B2T: Hope today is Patchday, can't wait!<!--QuoteEnd--></div><!--QuoteEEnd-->
Well the US is a bit behind, I just got the fiber option last week where I live. They have up to a 24mb but that's $64, price will drop slowly I suppose. US is to spread out compared to EU which is most likely why it's so high here.
Comments
lol :D
"We just had a great playtest. A couple TINY things to fix but we now anticipate releasing Build 186 in a day. Finally!"
lol :D<!--QuoteEnd--></div><!--QuoteEEnd-->
HAH! so i was right, i think someone owes me a dollar.
This man speaks the truth.
Multithreading isn't something you just "pop in", though.
oh wow thats actually pretty nice to know. i guess multithreading won't help as much as i thought :x
Nothing is impossible with the right amount of intelligence backing it up ;)
-or- as the great Justin Beiber said, "nevaaah say nevaaaah!" (trollinnnn) lol
I don't really mind the game being run on a core, but as for the engine, well, lets get that multithreaded. Or better yet, have the engine run on all available cores sans one, and leave that one for the game. Everyone wins, except for the skulks I will shoot.
-or- as the great Justin Beiber said, "nevaaah say nevaaaah!" (trollinnnn) lol<!--QuoteEnd--></div><!--QuoteEEnd-->
Please never mention that no talent kid again, even in jest.
Release today hopefully for real! This time it was mentioned on Twitter :D.
It'll be like Build 152 all over again, YAY
i dont't know, maybe those value is passed to the libraries supporting mt toggle option?
Guess we did,
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Now a little more testing and fixing. Looks like today's the day!<!--QuoteEnd--></div><!--QuoteEEnd-->
from Twitter. Crappy thing is my internet is going incredibly slow at 156kb/s at the moment, even after the DSL tech came out today. So I opted to upgrade to fiber, which I wont get till tomorrow(though that's shockingly quick having just ordered it this morning). Funny thing is I was paying $45 a month for 6mb connection, the fiber upgrade is a 12mb at $34 a month. Should have looked into it sooner, assumed it would be more expensive.. Fiber is the future.
Sorry 4 OT: But this IS damn expensive. I Pay 39€ for 50 mbit/s. (Location is Germany)
B2T: Hope today is Patchday, can't wait!
B2T: Hope today is Patchday, can't wait!<!--QuoteEnd--></div><!--QuoteEEnd-->
Well the US is a bit behind, I just got the fiber option last week where I live. They have up to a 24mb but that's $64, price will drop slowly I suppose. US is to spread out compared to EU which is most likely why it's so high here.
But BTT, I'd say.