@robert
Your assumption is that pathing is the largest cause of framerate issues. This is not the case for my forts, where items and number of alive units existing is.
I can seal everything up in a 1x1 tile with food/booze and zero jobs, and my framerate does not significantly increase. Only when they die does it go back up.
Dumping every item on the map in magma flows doubles my framerate as well. More so if I have temperature on.
Liquid movement is another thing that speeding up the game would not be improved by, that's true. It's also something that doesn't kill my framerate (unless I go crazy with a dozen waterfalls).
Now all of that is "my framerate." It's fort dependent and computer dependent. You stick a bunch of waterfalls on your map, and yeah liquid movement is going to be a significant drain that speeding up the game would not help. Also, pathing and liquid movement get exponentially worse the worse your computer is; a modern computer can handle quite a bit of it in this, game, actually. But get one that was only decent 5 years ago, and both are significant drains even in small amounts.
Finally, do be careful about throwing out things like "need to think it through more" or "do it yourself." My lack of confidence in this suggestion is the very reason why this topic is in this forum and not suggestions. The latter is rude and a
stupid response to pretty much anything. Toady could kick my ass writing any pathing engine, it's true, but I'm not ignorant of how game engines that deal with massive numbers of objects and units work. If my "qualifications" to make suggestions like this are somehow inadequate, it's due to ignorance of Toady's program specifically, not ignorance of programming.
@Rafal
Editing the raws won't speed up the calendar. Dunno about things like workshop jobs, too
But it won't magically make the game 2x faster. The game would need to make exactly the same number of pathing requests anyway.
Yep. That's why I said exactly as much in the OP.
As for the rest, technically nothing uses fractions or percentages; just representations of them. A float is just a bigger int, with a decimal point stuck in the middle. It's faster to use ints over floats if you're doing a ton of calculations with them. But in this game, if we're recalculating stats (to take into account status effects, weight, etc) every single frame... well there's your humungous drain on CPU time with more units. However, I doubt that's the case given the vampire and were creature speed bug. Things have a lot of attributes in this game, but so long as they're only recalculated when needed, it's not remotely a significant CPU drain, and wouldn't be more so using floats or doubles instead of ints. If this is an issue, it's an issue with having to recode much of the game to get a tiny bit more precision, not to gain any sort of framerate boost.
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Really people need to stop beating the pathing drum. Unless Toady's doing something monumentally stupid with it (which I very much doubt) a thousand or so pathing units is not going to kill any decent computer's framerate. Pathing happens relatively rarely; 1 path to find its way to its destination, and only more if something gets in the way. The bigger the map, the more it matters, but unless you're mining out entire z levels on a 4x4+ embark and/or have over 400 dwarves... (and even then I'd blame it more on increased temperature calculations/etc)
And to preemptively counter everything I know is coming: A reduced framerate due to pathing would be quite jerky. If your dwarves seem to shoot forward 2-3 tiles, then stop on 1 for a third a second, then continue, then pathing's your issue. Any steady, non-incredibly fluxuating framerate is not being significantly slowed by pathing. Also, in my experience, framerate fluxuates quite a bit normally; I go between 80-140 on my forts all the time (one fort wildly swung between 100 and 280 for months at a time). I'm hesitant to believe anyone who says sealing things off or traffic designations gave them a "10-20 fps boost," since a 10-20 fps boost can happen normally without any action from the player. (Not to say it's not possible or that those things don't help, just more likely to be regular FPS fluxuation from random crap like wildlife leaving the map/etc)