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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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pronpu

A New Approach to Simulation: 10,000 Actors, 10,000 Threads, 10,000 Spaceships

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We heard you!

 

Following the previous discussion, we've re-written the simulation to use actors running on top of true lightweight threads. No more callbacks!

Read about the new spaceships simulation here.

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You may now find your database to be your chokepoint on performance.

 

All the updates flow in while queries for adjacency data is also being pulled.

 

How you database mechanism interlocks between writes and reads may be making the system run at a fraction of what an optimized solution might do.

 

The read/write transactions have to be queued (and that queue interlocked).  The record updates need to block concurrent  read attempts for the adjacency queries

 

--

 

Is it possible to maintain 2 database images - one for the current turn to read (read-only, having been written the previous 'turn')

and a second to receive the object updates (write-only, to be used the next turn for reads).    ((NOTE- this also prevents an object arbitrarily reacting/being one turn ahead in its actions.))

 

The two databases simply flip flop between the two uses (you have to make sure every record is written to the new write DB for every active object and wipe/mark all the just-dead objects)

 

This scheme eliminates multitude of read/write locks for individual records inside the DB

 

The update transactions and query results  goingto/from the DB process still have to queue/dequeue, but you might  manage in/out lockless ringbuffers to dodge alot of wasteful  locking overhead.  Multiple threads (cores)might do the queries if they are sufficient percentage of the processing.

 

The entire simulation works in lockstep with your multiple worker cores each  working an assigned object lists -- no pulling from a shared list if possible - as thats another resource interlock to avoid  (have minor reassignments for load leveling would be done between the different core's work lists).

 

There still might be a point in the 'turn' processing where complex results (effects from multiple objects must be summed  and arbitrated) but if the game mechanics can allow the locked in situation data from the previous turn to compound with results posted to the next turns situation state, it just becomes another phase which can also be processes with locks on individual object datat.

Edited by wodinoneeye
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