I don't think it was "world size", as such, as the number of units that are
within range of hostile units. Imagine simple AI for a stack of cataphracts
in Civ; it considers every possible move, and then what moves the opponent
units within range can make in reaction. Like chess but only a couple pl
Can anyone on the list comment on the structure of codes like Sid Meier's
"Civilization" or MS "Age of Empires"? I lost a week or so to each in
school and I recall there was a certain "world size," at which the game
play would completely stall. I assume because there was an all to all, or
all to
And this is precisely why I like MPI based solutions (or message passing in
general). It forces the software architecture to explicitly decouple the
threads in a timing sense (none of that "we'll use a shared memory semaphore"
stuff) so it tends to be more easily scaled/ported to other architec
..snip..
> Potentially, of course, once you bite the bullet to parallelize, and you
> do it in a scalable manner, then, you can presumably scale to
> architectures where you have N cores running at full speed (e.g. A classic
> cluster). I wonder, though, whether the end-user applications codes
>
Interesting how in the consumer PC world, they're starting to realize the
challenge of effectively parallelizing. This article talks about the whole
cores vs speed thing, since they theorize a power dissipation limit results in
speed*#of cores = constant.
http://www.marco.org/2013/08/10/ivy-br