On Tuesday 07 November 2006 14:50, Durk Talsma wrote:
> With the advent of multicore CPU's I have actually been considering the
> possibilities of moving parts of the AI code to a separate thread. The
> problem with AI isn't so much that it uses huge amounts of CPU time, but
> that it needs it (at least in the current implementation) in spikes.
> Currently this results in quite considerable pauses (which can actually
> last up to a few seconds, or more). The two main offenders are:
> - AI model loading, due to disk access.
> - The AI network route tracing algorithm, which just needs to do a lot of
> searching.
>
> It would possibly be possible to keep the trace algorithm in a single
> thread. By limiting the number of computations per frame,  but I don't
> really see a clean way to implement that right away (especially not for the
> trace algorithm.
>
> Cheers,
> Durk
Why not make it runs as a stand-alone application on a remote machine, and 
distribute the AI information to every user who is logged on?  This would 
allow everyone on the multiplayer to see the same AI instances; and for those 
who are running FG on multiple computers and monitors, the same instance of 
clouds across all their screens?

Ampere

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