Multicore support?
For something like Audio, it's easy enough to have it in a separate thread.
Other things, not so much. It's very challenging to make any non-trivial program utilize N number of cores properly. I've done it, but in hindsight it wasn't worth the effort. |
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" Oh noes, is it too hard for the little devs to code it into the game? Well that's too bad, I'm assuming they plan to make money off the game and if they expect said money they will need to work for it. Not this "Oh it's just too much effort" bullshit. That said...maybe they didn't do it for a different reason, instead of just being lazy? |
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" It's not an issue of just being lazy. It's really hard to do that as many pointed out. Just even the compilers/library support for multi-threading is bleak at best. Mutexes as solution are joke. You can get to dead-locks with them, forget to put them in correct places, etc... With such a bleak support from even multi-threading libraries, it's really really hard. Just look at some specialized forums dedicated to doing things in multi-threading and you will immediately see overwhelming number of problems being thrown at you. MY CHALLENGES ARE DONE ON HC, IT'S NOT SC GUYS!
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Hooray for thread necromancy. Any optimization has to be worth the developer hours. Multithreading often costs a ton of developer hours and if the problem doesn't lend itself to being split up into lots of smaller tasks, the performance gains will be negligible.
Also, the example given in the OP sounds like GPU strain rather than CPU. He was using arctic breath which is very intense graphically but probably doesn't effect the game's simulation much more than other projectile spells. |
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