Mon Nov 06, 2017 9:08 pm
I could have sworn LT OS was a pipe dream that was born back in the node-based interface era of LT development, but I didn't ever expect it to be this close to reality.
not double posting is hard?
I believe what he has implemented will *help* those mods work together. If one of them is setup funky and it decides it NEEDS CPU time ALL the time, then the whole system will still crawl.Hyperion wrote: ↑Tue Nov 07, 2017 12:16 amIn regards to the "Limit Theory now acts like an operating system" bit... i probably fail to realize just how impressive that really is, but it still sounds really neat! Now lemme see if i understand it correctly. Lets say I want to have my Colony idea in the game, i also want to have Cornflakes' Pipelines, Thymine's Heisenberg Drive, an LTMPverse access gate, and just for S&G have a LT underwater parallel universe complete with totally different logic running in my normal game to be accessed by a special wormhole. If i understand your post correctly, you're saying i can run all that and so much more, and the game will intelligently give each piece of logic coming from those different mods its fair share of CPU time in relation to the rest of the game, and will also slow them down gracefully as more and more logic from my growing list of mods comes on board and takes up precious CPU time?
I suppose it's possible that sleep() is not the only function that yields. In fact, any function call into the engine (which in the OS analogy corresponds to a system call) may be made to yield as well. Don't know if that kind of granularity is necessary in this case, maybe it'll just add too much overhead...
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