In this release, we’re updating the engine from SDL to SDL2, and there are many optimizations to go along with it. Aside from the optimizations, SDL2 is also the stepping stone to ports. We have Linux compiling and playable; it just needs some testing.

Moreover, there is now a(n experimental) multithreading option in the game settings that makes the game even faster!

We also have some new individual tree graphics, and an update to grass ramps as well.

This has been mostly the hard work of Putnam! Meanwhile I’ve started up on adventure mode - the long work of updating menus and adding audio has begun! Hopefully we’ll have some progress to show their soon, as we continue updating fortress mode as well.

Putnam has been such a huge blessing to this game since they took him them on.

With a Linux port I might have to install it again too. Ugh my sleep.

Edit: I was an idiot.

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3 points
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Fully agreed! It’s ‘took her on’, though.

It’s just insane how competent some people are. Here’s an interesting interview from 5 month ago. And here’s a written interview about her joining the team, which I also found interesting and very impressive.

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4 points

It absolutely does matter - male default needs to stop!

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I didn’t use male as the default, I had just seen various forum posts over the years referring to Putnam as him and assumed that was correct. Of cause I assumed wrong.

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1 point

In case someone is wondering about your response: My comment originally included the phrase “Not that it matters, […]”, but I immediately edited my comment after I posted it, because I agree with your sentiment. You were faster than me.

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I learned something new today.

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2 points

Super excited about this as the game runs like shit on my laptop and there’s a long running issue of fortresses becoming unplayable at high populations. Anyone tried it out?

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2 points

This has been a decade too late for me, but I’m still excited to play again once Adventure Mode is up to speed.

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a decade too late

It’s amazing how quickly important performance and QoL features get development priority once there’s money on the table, isn’t it?

Not that I’m complaining. I tried DF multiple times over the years and always bounced off, it’s the mouse-driven interface that’s made the game playable for me. Multithreading is great to see too. I’m excited to see what the future of DF holds.

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3 points

I don’t think it’s money that is doing it, it’s toady opening up the project. He’s a great guy and made a masterpiece game, but he can’t do everything. Commercialising the game was the impetus for him getting help, but Putnam in specific would almost certainly have helped him in this way any time had he asked her. She was doing free work for dfhack before.

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2 points

I hope this means the Mac version is coming soon!

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Wow. That is a cool. My limited experience working with single-threaded game-stuff tells me it is exceptionally hard to port stuff that is written without threading in mind, to multi-threading. Getting the behavior to stay the same while still actually getting better performance requires some really deep insight into how stuff works in the program. On a (program-)global scale. Mad respect if it works out. This should make huge maps or huge fortresses possible.

I haven’t yet played the steam version (it is on my todo-list though), but sank quite some hours into the “legacy” version. It can become laggy if you play on big maps with a lot of dwarfs/critters etc on it. I am excited to have even more stuff possible in this already very complex and huge game.

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1 point

I’m really curious how they’re doing it, too! I’m making a multithreaded simulation game and the parts that can’t multithread well are related to AI / character logic / tasks and errands / pathfinding, and anything to do with rendering.

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