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Showing content with the highest reputation on 2025-06-30 in all areas

  1. AI is probably researching this thread to train itself to recognize mental breakdown patterns.
    4 points
  2. That's wrong. You might have been thinking about interpreted languages which use a Global Interpreter Lock (GIL), like CPython, which results in them not being able to utilize multiple CPU cores when using threads, but that's a limitation of such languages and doesn't apply to C++. And as a side note: Even in languages which use a GIL, multiple threads can be faster than multiple processes, depending on the kind of work to be parallelized. Check out for example the commit linked below, where I speed up validation of entities. I compared using multiple threads vs. multiple processes, but as more time is spent loading data from disk than doing actual CPU heavy computation, using multiple threads instead of using multiple processes was significantly faster, thanks to threads having a much lower overhead than processes. https://gitea.wildfiregames.com/0ad/0ad/commit/e755ef715565409b93cecdb2d84b5098a518fef6
    3 points
  3. Adds a more advanced bot(based on PETRA) to the game. UPDATE: Version 0.7.5 Bug fix UPDATE: Version 0.7.4 When retreating, support units will enter the garrison if there are relevant buildings nearby. After building a Temple, the bot will recruit 5 Healers and add them to rush groups, etc. Added individual queues for Siege units and Elephants. As soon as these units become available, they will be recruited with higher priority. Reduced conditions for moving to the next phase and building a second Civ Center. UPDATE: Version 0.7.3 Fixed a bug with recruiting Champions Fixed a bug with recruiting Support units, set the limit to 50. Added recruitment of Cavalry and Infantry at the start of the game for more defense against early rushes. UPDATE: Version 0.7.1 Disabled debugging. Fixed a bug when recruiting a large number of support units. The number would be around 60. UPDATE: Version 0.7.0 Support Units will react early and move a safe distance away from the opponent's units (Ranged and Melee). Ranged Units will react early and move a safe distance away from the opponent's Melee units. Previous versions bot_PETRA_Expert.zip
    1 point
  4. "Nababu" painting from the Renaissance . Author - unknown. You can see that he was already bounded to a great destiny
    1 point
  5. JC carrying his team
    1 point
  6. No threads are dispatched on other cores by your os. That's the point Maybe but that's a very hard thing to split since there are a lot of relations to take into account and the thing you want is interaction. You need to find a way to isolate systems like the pathfinding calculations which are gathered then dispatched on multiple threads.
    1 point
  7. This is one of the greatest insider joke threads that I have ever seen on the forum, absolutely made my day! Explanations for those who don't understand: the first gif is a depiction of a player called nababu, who is JC's mascotte in the lobby and has great synergy with him when playing in the same team. The memes for "it's over" and "never begun" are for vinme. The third one is every other mascotte in the lobby, e.g ycswyw. The frog who pokes knife into socket is an abstraction of noob players suiciding by provoking fights with massively larger armies.
    1 point
  8. cosmic unattended 20 secs
    0 points
  9. never begun progui user playing without cheats
    0 points
  10. 0 points
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