0ad/source/simulation2
Vantha ccd1046d67 Parallelize the execution of range queries
Use futures to spawn several threads that concurrently work through the
active range queries each turn instead of doing everything serially on
the main thread -- similar to how the pathfinder computes pathfinding
requests asynchronously. This significantly increases performance.
Note: It still can't run in parallel to the rest of the simulation update since
the range computations depend on the state of the simulation (like the
position of units).
2025-11-26 16:10:29 +01:00
..
components Parallelize the execution of range queries 2025-11-26 16:10:29 +01:00
docs Remove UNUSED 2025-06-26 17:25:05 +02:00
helpers Remove ScriptTypes and ScriptExtraHeaders headers 2025-09-14 13:17:18 +02:00
scripting Fix includes in source/simulation2 2025-08-07 20:00:49 +02:00
serialization Remove ScriptTypes and ScriptExtraHeaders headers 2025-09-14 13:17:18 +02:00
system Fix EntityMap::iterator 2025-11-11 21:35:01 +01:00
tests Add test for loading players templates 2025-11-22 08:41:02 +01:00
MessageTypes.h Fix includes in source/simulation2 2025-08-08 07:10:11 +02:00
Simulation2.cpp Throw error when simulation script can't be loaded 2025-11-20 19:38:36 +01:00
Simulation2.h Throw error when simulation script can't be loaded 2025-11-20 19:38:36 +01:00
TypeList.h Store whether a player is activ in C++ 2025-01-05 19:57:12 +01:00