Excuse me, I have a technical question to ask.
My electric linear brake emits a continuous high-frequency buzzing sound after being energized and engaged, similar to a mosquito's buzz. The sound pressure level isn't high, but it's extremely disturbing.
Using a stethoscope, I located a tiny residual air gap on the electromagnet's engagement surface. The armature vibrates at a high frequency under the pulsating AC magnetic force. Adjusting the air gap reduces the buzzing, but after a few days of operation, the air gap changes again, possibly due to wear.
I'm considering adding a silencing shim, but I'm worried about increasing the engagement time. Could I connect a DC holding circuit to the electromagnet control circuit to eliminate the AC pulsation? Or could I use a soft magnetic material with a short-circuit ring?
Thank you in advance for all your help and guidance.
When you mention render submission being the main bottleneck, is the core issue that Pyrogenesis's rendering pipeline runs sequentially on a single CPU thread, or is it already multithreaded and just struggling with massive draw call volume late-game? Furthermore, is there any prospect for optimization through GPU instancing to batch identical units and cut down those draw calls?
Pathfinding is not actually as performance expensive as one would think. The individual pathfinding requests each turn can be (and are) nicely computed in parallel by the engine, so on machines with decent hardware concurrency they finish surprisingly fast. The render submission process and rendering itself are a much more perfomance-constraining factor.