Can anyone on the list comment on the structure of codes like Sid Meier's "Civilization" or MS "Age of Empires"? I lost a week or so to each in school and I recall there was a certain "world size," at which the game play would completely stall. I assume because there was an all to all, or all to most calculation between game elements that suddenly grew larger than cache.
Strategy games like this don't seem that different than a relaxation-style solution to a laplace problem. It would seem natural to write the game to take advantage of multiple cores. Is this really how its done? -- - - - - - - - - - - - - - - - - - - - - - Nathan Moore Winona, MN - - - - - - - - - - - - - - - - - - - - - - - - -
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