I’m a bit out of the loop this week. My family and I are in the process of moving to a new house that we’ve been building over the past 4 years. Meanwhile, Blizzcon has sucked up some Stardockians.
Charles, who has posted on occasion, had a baby (well technically his wife) this past week. Scott (Boogiebac) also had a daughter a few weeks ago and had this week off to help out at home.
Stardockians: Breeding at a rapid pace.
Cari and Jesse are off this week recovering from “The Summer of no vacation).
Paul (Mormegil) is in Colorado this week.
It’s like a ghost town this past week.
And yet, v1.1 continues apace as Toby mentioned earlier. A lot of the underlying systems are in place, it’s now a matter of content. The new user interface got in this week which should vastly improve the ease of getting around with your units (and making it a lot more friendly to new players).
The new economic system got in this past week as well. People generate income (and modders can tweak how much or how little you get). This gives players a reason to have fewer, better cities since population means money. Population also now used explicitly for city improvements and other things. So you can, for instance, build as many workshops as you want or as many studies as you want as long as you have the people to staff them. How you choose to use your population becomes one of those “interesting choices”.
I didn’t get to work on the AI but I can show you what I’ve been doing in general with the AI in terms of making it multithreaded:
The art team has been working on content, content, content. New creatures, new special units, new spell effects, new special ability effects.
We originally intended to bring out v1.1 this next Thursday but with Kael joining us on November 1st, we decided that v1.1 is a good opportunity to do the hand off. So we plan to do a public beta the first week of November and then release the final v1.1 shortly after and then get a demo out there.
Nice. Riddle solved. And I thought Gung Ho and 16 candles were required viewing for anyone alive in the 80s and a US citizen. Mystery solved... wonder if Brad had that in mind or if he walks around saying "what's a-hoppening" all the time in every conversation. Karma for AM_Shark for taking care of the splinter in my mind.
i'm a software developer by myself and just try to get into multi-threading. Do you mind to share a bit of your experience ? Do you use a multi-threading framework like openmp, tbb or something similar ? What do you suggest to use ? I would be thankful for any advice.
Thanks in advance if you will take the time to answer this off-topic question.
Mighty Scoop is Slugworth! He's trying to steal your multi-threading for himself to create the Elemental Gobstopper!
Actually my first thought was firaxis.. roflmao diff subject for a diff forum...
Thanks Brad. BTW, I wholeheartedly agree with post #17, above. Allow maximum user customization of the game environment. While you are in there with the engine, put in a set of customization links, triggers, sliders, etc. Please.
I agree brad, the MORE options THE BETTER, the more customising the BETTER.
At the time of writing i didn't thought my question could be misunderstood ... of course i'm not from firaxis or any other business rival. I'm coding some computer vision algorithms and try to get into the subject of multi-threading. So what is the best method to get into a very complicated field ... ask someone, you are sure, he knows what he does. Ask frogboy about multithreading ... how to start, or which framework to use. I don't want to see any code, just want a hint (form an experienced user) where to start.
I was joking...
I don't really use anything special for multithreading. It's more of a state of mind. That is, when I look at the game, I see many things that should be happening concurrently.
Just like Neo in the Matrix
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