A less reasonable but more effective method of taking a load off of the CPU is to make the fluid simulation reliant on hardware better suited for it. Unfortunately, it would be a bit of a stretch for Toady to suddenly rewrite a major part of the engine to take advantage of a user's GPU for this sort of thing. (No, I'm not joking, skip to the bottom of my post if you want to know more.)
It would certainly be nice, though. Imagine, being able to run the game on a modern computer and have
flowing water proceed at more than about ten FPS. I mean, the fluid simulation is a major feature of the game. Fluid simulations can be used to roughly model more than just water too. (Assorted liquid and gaseous entities, temperature, stress in solids for advanced cave-in code, etc.) Not that those bells and whistles are necessary for the game to be enjoyable, but they're very interesting and would make the game act quite differently than it does. As it stands, we have to choose between those features and being able to have more than a few dozen units in the game at a time if we want a decent frame rate.
If the various fluids were stored as a series of
textures in the GPU and were acted upon by a simulation code running on the GPU's processors and memory, and the final result of the computation was piped back over to the CPU and stored in normal memory, the CPU and system RAM wouldn't have to touch the simulation at all, freeing them up for other tasks. This is both possible and hypothetically preferable, as the GPU has its own memory and is vastly more suited to the type of programming typically associated with the kind of fluid simulation that Dwarf Fortress runs. (Compare the arithmetic centric and highly parallel processing that the GPU employs for high speed number crunching, and the more complex serial processing the CPU employs for more general purpose work.)
But, again, it's unlikely that Toady would want to delve that far into what I'm assuming is unexplored territory for him. It could also be that the game's long development cycle is designed in part to ensure that by the time the game is finished, computers will actually be able to run it unhindered.
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