3 ms·
> Our solution was to have "move" and "think" phases for all entities Oh good, that was my really simple solution for multithreading a large agent-based simula
by TillE 13y ago
> Our solution was to have "move" and "think" phases for all entities
Oh good, that was my really simple solution for multithreading a large agent-based simulation on the order of 100k entities. Each step has a read-only phase (decide) followed by a write-only phase (act).
I figure that's good enough (if not quite optimal) for maximizing CPU usage on a simulation running on one computer.