Jump to content

ffffffff

Community Members
  • Content Count

    478
  • Joined

  • Last visited

  • Days Won

    1

ffffffff last won the day on June 21

ffffffff had the most liked content!

Community Reputation

274 Excellent

5 Followers

About ffffffff

  • Rank
    Triplicarius

Previous Fields

  • First Name
    fpre

Contact Methods

  • Website URL
    github.com/fraizy22/fgodmod

Profile Information

  • Interests
    github.com/fraizy22/fgodmod

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. can u translate that for me in portugese?
  2. at least per file translation threading must be possible no? read cores count and fill according number of worker threads with translations no?
  3. thought the same. i looked in some worker threads from current code to know how to implement and how they work. i wanted to start trying to thread the current archive builder code to thread the translations happening there to see if that can be threaded as first try that would result in a gain for that when building archives for mods and stuff. then i would try to apply to the transitions of the functions being called most often when building a frame in the game. current idea from me. so need to isolate by perf measuring code the functions that do the most work. then try to thread and make the data lock that is being worked on so we get a parallel work here.
  4. so i walked now through this thread and made the finding that i also guess is the most relevant to our 0ad performance: is someone currently looking on that performance bottleneck on javascript computations that belong to C++? I would dive into that if someone is on it and would like to split work. So let me know
  5. my mod doesn't change it
  6. windows 10x coming out
  7. very good now u can get loose of drugs alcohol and coffeine
  8. i hope my doctor says i can play this week. doctor organs is ok?
×
×
  • Create New...