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cheesyweasel

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Posts posted by cheesyweasel

  1. I see what you're saying. The attack plan runs which takes forever and the GC at certain points (30 times). So an attack plan pauses the game temporarily? And its probably the attack plan and not the GC thats taking the time. And the attack plan can't be threaded? Like at turn 1000 take a snapshot and send it to the attack plan worker thread.. when done the plan is put into action by checking each turn for done jobs? I see that in other threads on the forum that multithreading for the AI is possible with the new spidermonkey. Well... nothing more to discuss, really. Keep up the good work!

  2. Whenever it happens, the GC count goes up by 30 or so immediately after the lag. I can make some more detailed notes for you next time I play if that's helpful? :)

    The garbage collector is the one from the JS library we use, Spidermonkey. That doesn't cause a lot of lag normally, spidermonkey is quite clever with it. Are you sure it's not the AI itself you're experiencing? When the AI makes a plan (f.e. around turn 1000, it plans to launch an attack), it takes a lot of time, and can cause a lag pike.

    The goal is to only have our non-speed important parts written in JS, the rest is in C++. Consequently, it wouldn't need a lot of garbage collecting as it contains highly static things. Writing the entire game in C++ (let allone C) would cause us to program a lot slower.

  3. Way to go with Alpha 14!!! Works really well in ubuntu 13.04 (compiled it from source). Much faster than A13 and even more fun! Have played it briefly multiplayer too and didn't have any issues over internet with a windows client and ubuntu host.

    (retracted the GC sucks comment). :)

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