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(It's a Young Frankenstein reference for you younger readers out there.)
Spoiler: Putnam dies.
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
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.
or just one..
/* this is the quantum dwarf code written in ancient runes so they can create artifacts with recursive pictures of itself */