Civ IV engine is a single core engine. The attempts at multi-threading some of the inputs before being given to the single core engine input chain was done by koshling. koshling is the Modder and author of the Viewports and Graphical Paging options that Caveman2Cosmos offers that most other Mods do not have. His work helped C2C achieve the size and complexity that the mod employs now. He retired as an active modder several years ago.Why?
Which I have basically done for a bit at this point. Just taking a break - I'll be back up to full swing probably in winter.If T-brd had ceased to be active at anytime over the last 3+ years this mod's development would have dropped to a slow crawl. Or even come to a complete stop.
We did that. But you have to understand that you have to setup multithreading, then break it down to single threading before it returns to the main stream where the game actually records what takes place in a synchronized environment. And even if you bypass concern for synchronization, making the multi-threaded portions only function for single player games, you still have a major problem with the EXE expecting things to report to it in an orderly fashion and IT is ONLY ever going to be single threaded, so you can only open up multiple threads to handle things for small amounts of time, such as processing properties, spawns, city queues etc but then it has to quickly be reduced back to single threading for the game to continue. The overhead in time to setup and break down the multi-threading for these segments proved to be as much processing cost or more than what was saved.I can understand input to a single threaded core would be prone to too much overhead.
Would it make sense to have some of the mod features be run on other threads than the normal features. If properties take up a decent amount of work, then maybe multithreading those would make sense, as the game seems to be mostly interested in the total for a city rather than the details of its production. It might have the side-effect of delaying the effect of properties by a turn or so, if the calculations arent done in the end turn step.
We did that. But you have to understand that you have to setup multithreading, then break it down to single threading before it returns to the main stream where the game actually records what takes place in a synchronized environment. And even if you bypass concern for synchronization, making the multi-threaded portions only function for single player games, you still have a major problem with the EXE expecting things to report to it in an orderly fashion and IT is ONLY ever going to be single threaded, so you can only open up multiple threads to handle things for small amounts of time, such as processing properties, spawns, city queues etc but then it has to quickly be reduced back to single threading for the game to continue. The overhead in time to setup and break down the multi-threading for these segments proved to be as much processing cost or more than what was saved.
I think multithreading is still somewhat in action on single player games in the city queues if I'm not mistaken. But Alberts2 was going to revert it back after test showed it to slow things down further than just single threading would've been. We've not seen Al in a while.

Still very important. I'm not saying C2C is complete yet. Just that I'm taking a rest on it. A while back I got burned out bad on another project and I got sucked in here. Now I have a total reignition on that project and C2C has me burnt out (probably mostly due to conflicts over stuff.) Eventually I'll feel the groove again and be back. I think it might be impossible not to unless the entire computer industry suddenly goes through a complete revolutionary shift, which could happen of course.What about the naval rework project and setting the carriers into their rightful place?
Still very important. I'm not saying C2C is complete yet. Just that I'm taking a rest on it. A while back I got burned out bad on another project and I got sucked in here. Now I have a total reignition on that project and C2C has me burnt out (probably mostly due to conflicts over stuff.) Eventually I'll feel the groove again and be back. I think it might be impossible not to unless the entire computer industry suddenly goes through a complete revolutionary shift, which could happen of course.
Not that I'm aware of but we've had numerous people over the years say they think there's a problem there. Haven't found anything in the codes to suggest there is but it's hard to track down something that is NOT happening that should be. Much easier to fix things that shouldn't be happening but are.Btw, is diplomatic victory and elections disabled?
Yes people have. There is even a thread on it in the main Civ4 forums somewhere. The exe is licensed not owned by the creators of Civ 4. It is similar in nature to the modern game engines like Unreal etc. but not as well documented for use by us.I think its very stupid question, but have you ever tried talking to game creators about these things related to source code?