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> Also 0ad still has severe performance problems for various reasons. One of them is that nearly all code runs single-threaded. Also the multiplayer code is all but efficient, so in a multiplayer game all players are essentially limited to the FPS of the player with the least capable hardware.

Is there an issue tracker for these problems?

edit: play0ad, I cannot respond to your comment because it's dead. You might want to reach out to dang if you'd like other people to be able to read and respond to your comments.



There is on trac.wildfiregames.com

One of the biggest but sadly not the only problem is pathfinder threading https://code.wildfiregames.com/D14

Other things like the messaging system could probably be threaded.

Rendering needs to run in another thread than simulation too.

Feel free to reach out to us on quakenet.org #0ad-dev. We're usually there on CET.




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