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Possible performance improvements
This issue is created in case that any adventurous soul wants to implement the most complicated and time-consuming performance improvements created by other mods of the Civfanatics community. Bear in mind that these improvements should first be suggested in More Naval AI, as implementing them there would help the community more than just implementing them here.
Caveman 2 Cosmos includes many performance improvements. I have not digged much in their repository but I assume that they have many small improvements that could be considered, but the biggest ones are the following:
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Parallel processing of city code. This would probably be the most noticeable performance improvement as it would greatly help on making the time between turns run faster. Sadly, it is also the most technically complicated one too. Having said this, Koshling made a great work on designing and documenting the system, so that would simplify porting it significantly. ExtraModMod's automated OOS debugging option would also help on debugging if the solution is ported. See http://c2cdev.blogspot.com.br/2013/06/multi-threading-support-infrastructure.html, http://c2cdev.blogspot.com.br/2013/06/pipelines-as-generic-framework-for.html and https://sourceforge.net/p/caveman2cosmos/code/5517/.
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Graphics paging. See http://forums.civfanatics.com/showpost.php?p=12199585&postcount=59 and https://sourceforge.net/p/caveman2cosmos/code/6199/ (and possibly other repository revisions).
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Viewport related reduction of memory usage. https://sourceforge.net/p/caveman2cosmos/code/6059/
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Usage of Xerces for parsing XML files. I reckon that this change would mostly be noticeable on startup times. Since ExtraModMod has far less XML assets than C2C this is not as problematic in our case. See sourceforge.net/p/caveman2cosmos/code/6643 and https://xerces.apache.org/xerces-c/.
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New trade network calculation code
Realism Invictus also includes a lot of performance improvements. Some of them are mentioned in this post (http://forums.civfanatics.com/showthread.php?t=456236). Many others are only mentioned in the repository, such as https://sourceforge.net/p/civ4mods/code/4799/
K-Mod pathfinder: https://bitbucket.org/Terkhen/extramodmod/issue/266/k-mod-pathfinder
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