Dwarf Fortress

Dwarf Fortress

Thumb 23/dez./2022 às 2:29
The Dev Team Grew!!! Welcome "Putnam"!!!
Putnam I don't know if you have a moniker or this is your name, I apologize if this is your name. I am an American and unfamiliar with all cultural languages and names so please forgive a regrettable error.

This is one of things I've been hoping would happen but couldn't exactly voice.

I didn't know if an additional member on the team was possible, but with the success of the steam sale, and this is such a reward for us! We now have potentially so much more work that can be done after training this persona up on the design goals and behind the details secrets tarn and zach adams do so hard on their own!
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Exibindo comentários 115 de 23
captainamaziiing 23/dez./2022 às 2:33 
Something something Putnam the Ritz something something.

(It's a Young Frankenstein reference for you younger readers out there.)
Poop King 23/dez./2022 às 3:09 
No one watches Handmaid's Tale?

Spoiler: Putnam dies.
Dcethe 23/dez./2022 às 3:19 
The real question is whether or not Putnam will add DBZ into the base game. if so he is based
Wolfguarde 23/dez./2022 às 3:55 
I was looking at the forums not too long ago and noticed a thread by none other than Putnam detailing how pathfinding is not - contrary to popular belief - a leading cause of FPS lag; instead, a certain detail in how entities in the game register how they can see each other or not is. It seemed fairly thorough and well-analysed, and I briefly wondered if he's talked to the dev team about it. Sounds like yes, and like they liked what he has to say.
Stonedz 23/dez./2022 às 4:04 
Escrito originalmente por Wolfguarde:
I was looking at the forums not too long ago and noticed a thread by none other than Putnam detailing how pathfinding is not - contrary to popular belief - a leading cause of FPS lag; instead, a certain detail in how entities in the game register how they can see each other or not is. It seemed fairly thorough and well-analysed, and I briefly wondered if he's talked to the dev team about it. Sounds like yes, and like they liked what he has to say.

That sounds reasonable. Figuring out for every single entity what is in sight and close enough for different modes of interaction is certainly a costly operation. Even though it is a very similar task as 'pathfinding', i.e. how to get from A to B or can entity A reach object X and such.
Última edição por Stonedz; 23/dez./2022 às 4:07
Tanagram 23/dez./2022 às 4:16 
i could learn DF code in a week and begin production-level assistance THE NEXT DAY. putnam betting be putnam a show u know what im sayin' huge opportunity we'd better have multiplayer DF by 2024
Duuvian 23/dez./2022 às 4:49 
Putnam has been very helpful to people asking questions on B12 in the DF subforums over the years, very knowledgeable about how DF works.
Thumb 23/dez./2022 às 6:12 
Its probably way more useful long term to raise someone up whom has shown they're committed to the project then to bring in a new person that might be out the door if a deal comes along and then they're out of a valuable asset.
Wolfguarde 23/dez./2022 às 6:23 
Escrito originalmente por Stonedz:
Escrito originalmente por Wolfguarde:
I was looking at the forums not too long ago and noticed a thread by none other than Putnam detailing how pathfinding is not - contrary to popular belief - a leading cause of FPS lag; instead, a certain detail in how entities in the game register how they can see each other or not is. It seemed fairly thorough and well-analysed, and I briefly wondered if he's talked to the dev team about it. Sounds like yes, and like they liked what he has to say.

That sounds reasonable. Figuring out for every single entity what is in sight and close enough for different modes of interaction is certainly a costly operation. Even though it is a very similar task as 'pathfinding', i.e. how to get from A to B or can entity A reach object X and such.

Yeah, it made sense when I was reading through. I don't remember specifics off the top of my head, but if you're interested, this is the thread:

http://www.bay12forums.com/smf/index.php?PHPSESSID=08ad240b745e8e21cd92092a6c1bc53e&topic=180561.0
Fletch 23/dez./2022 às 7:18 
Escrito originalmente por Wolfguarde:
Yeah, it made sense when I was reading through. I don't remember specifics off the top of my head, but if you're interested, this is the thread:

http://www.bay12forums.com/smf/index.php?PHPSESSID=08ad240b745e8e21cd92092a6c1bc53e&topic=180561.0

This is great, and I'm sure there is a lot of low hanging fruit that Putnam can fix quickly. The profiler work identifying the line-of-site calculations (in the bay12forums post) showing that it is the largest user of CPU cycles is ripe for multi-threading since it is a trivial "embarrassingly parallelizable" problem. Line-of-site calculations between entities can all be done in parallel as those calculations have no dependency on others in the loop. Sure the current algos can be optimized, but at the same time a "good enough" algo can be parallelized because everyone is sitting with 80% unused CPU cores that are dying to be leveraged.

I am eagerly awaiting the posts detailing the improvements that Putnam will be bring.
RefuseOrchestra 23/dez./2022 às 7:25 
Escrito originalmente por Fletch:
Escrito originalmente por Wolfguarde:
Yeah, it made sense when I was reading through. I don't remember specifics off the top of my head, but if you're interested, this is the thread:

http://www.bay12forums.com/smf/index.php?PHPSESSID=08ad240b745e8e21cd92092a6c1bc53e&topic=180561.0

This is great, and I'm sure there is a lot of low hanging fruit that Putnam can fix quickly. The profiler work identifying the line-of-site calculations (in the bay12forums post) showing that it is the largest user of CPU cycles is ripe for multi-threading since it is a trivial "embarrassingly parallelizable" problem. Line-of-site calculations between entities can all be done in parallel as those calculations have no dependency on others in the loop. Sure the current algos can be optimized, but at the same time a "good enough" algo can be parallelized because everyone is sitting with 80% unused CPU cores that are dying to be leveraged.

I am eagerly awaiting the posts detailing the improvements that Putnam will be bring.
This is the kind of argument for MT that I can get behind. Putnam is gonna be a huge asset to the team.
nrusselluk 23/dez./2022 às 7:32 
when you look at toady's code an realise there is no comments...

or just one..
/* this is the quantum dwarf code written in ancient runes so they can create artifacts with recursive pictures of itself */
Subotai 23/dez./2022 às 8:11 
I was wondering recently if they would hire some additional member (s) seeing as they have had a influx of money. Certainly couldn't hurt to have another person to work... Congrats to Putnam!
Robert 23/dez./2022 às 8:13 
Escrito originalmente por H:
Once again they hire someone they know from the community instead of a real professional like they did with the graphic artist.
How would a "real professional" who doesn't know anything about the game perform better?
RefuseOrchestra 23/dez./2022 às 8:19 
Escrito originalmente por Robert:
Escrito originalmente por H:
Once again they hire someone they know from the community instead of a real professional like they did with the graphic artist.
How would a "real professional" who doesn't know anything about the game perform better?
I wouldn't waste your time on them.
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