- cross-posted to:
- space_games@piefed.world
- cross-posted to:
- space_games@piefed.world
cross-posted from: https://lemmy.dbzer0.com/post/54512198
There’s a newer post as well that follows up on that first one from June. I’m not super technically versed in things like CPU scheduling but I really like that they shared these posts.
I haven’t played DSP in about a year but these guys have definitely caught lighting in a bottle with this concept. If you’ve played this game, you know how crazy that feeling of finally being able to lift off and just… have the full expanse of outer space open in front of you is.
DSP and related dev group are my ride or die. Fucking AMAZING game that everyone should try and a dev team that is just bonkers good as well. They always keep their customer base well informed and their content release since the game went live has just been crazy.
Then, any thread that finishes early will “steal” half of the remaining workload from the busiest thread. This loop continues until no thread’s workload exceeds a defined threshold.
Oh, I didn’t know this was possible with programming. I wonder what such code would look like.
Wube did this too with Factorio. It was always really interesting to read and made me think about things differently. These types of articles are how you raise the next generation of amazing programmers.
Not only was it jaw-dropping, but it also brought us valuable feedback: our game didn’t seem to support more than 64 threads. We quickly located and fixed this “happy problem.”
Finnally an excuse to get a threadripper
DSP is definitely a game that uses player feedback well. The end bit that amounts to “we’ve ran out of testing setups and need some help. Who wants to play with the multi threading settings and give us some more data to work with?”.
I purchased this in November of 21. Might be time to reinstall.
Oh dude they’ve added an insane amount of content since then including full blown AI you can go against if that’s your jam (not mine honestly)
There’s a newer post as well that follows up on that first one from June. I’m not super technically versed in things like CPU scheduling but I really like that they shared these posts.
I haven’t played DSP in about a year but these guys have definitely caught lighting in a bottle with this concept. If you’ve played this game, you know how crazy that feeling of finally being able to lift off and just… have the full expanse of outer space open in front of you is.
Not sure how crossposts work. I don’t see the body text that I originally posted (and it looks like I posted to a dead community?)
Wish they’d add multiplayer!
Also curious how much of a lift we’d see on something like the decks performance with these optimizations.