Multi Threading Model in Paradox Games: Past, Present and Future - Mathieu Ropert - ACCU 2023

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ACCU Conference

ACCU Conference

Күн бұрын

Пікірлер: 8
@Bravo-oo9vd
@Bravo-oo9vd 4 ай бұрын
1:15:18 "chances of inheriting a country in a personal union depend on the age of the Pope" is wild, thanks for this piece of EU4 trivia, would be interesting to hear about more EU4 code crimes
@Zoragna
@Zoragna Жыл бұрын
I'm coming from HPC, it's very funny to see that video games start to try to answer to these questions but with very different constraints (a game design element should be updated before XX time)
@DedmenMiller
@DedmenMiller Жыл бұрын
Working in gaming too... The "Make it use more cores" and also "Make it use more ram" question comes up often. Increased the in-ram disk file cache size to increase ram usage to make one group happy. Offered the other group to add some while(true) loops but haven't actually done it yet :D
@ZahrDalsk
@ZahrDalsk Жыл бұрын
>never read steam comments Yes. Stick to Paradox Plaza where even polite criticism of the games gets you banned.
@SanctusSusanin
@SanctusSusanin 7 ай бұрын
and Steam forum is not even the extreme! wonder what Matt will think about other internet resources, that are not as polite and well-moderated as Steam
@timk8869
@timk8869 3 ай бұрын
never got banned there and i criticised a lot of stuff, even some not so polite formulations. but steam commenst are sooo bad, like the amount of bots spewing bullshit is awful
@alexpyattaev
@alexpyattaev Жыл бұрын
In Bevy engine you get all this schedulimg for free :)
@Bravo-oo9vd
@Bravo-oo9vd 4 ай бұрын
But as said in the presentation, it slows down prototyping, especially if some systems are defined in scripts and loaded are runtime, and unfortunately you have quite a code churn because you have to be more explicit, not only because Bevy, but because of Rust, which doesn't work well for most games. In case of Paradox the engine, tools and infrastructure is mostly in C++, and they will probably continue using it long in the future, but it would be interesting to know if they experimented/saw limited use-cases for Rust at Paradox. I'd expect a more expressive type system, async, removing some C++ cruft and prevention of data races at compile time would provide some value.
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