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[Ed. note: While we take some time to rest up over the holidays and prepare for next year, we are re-publishing our top ten posts for the year. This is our number one post of 2021! Thanks for reading and we'll see you in the new year. ]
It has become notorious, and rightly so. Individual dwarves have emotional states, favorite gems, and grudges. And it all takes place in an ASCII interface that looks imposing to newbies, but feels like the text crawl in The Matrix: craftsdwarf, river, legendary megabeast.
A: DF is some combination of C and C++, not in some kind of standard obeying way, but sort of a mess that's accreted over time. I've been using Microsoft Visual Studio since MSVC 6, though now I'm on some version of Visual Studio Community.
I use OpenGL and SDL to handle the engine matters. We went with those because it was easier to port them to OSX and Linux, though I still wasn't able to do that myself of course. I'm not sure if I'd use something like Unity or Unreal now if I had the choice since I don't know how to use either of them. But handling your own engine is also a real pain, especially now that I'm doing something beyond text graphics. I use FMOD for sound.
Q: What are the challenges in developing a single project for so long? Do you think this is easier to do by yourself? That is, because you wrote every line, is it easier to maintain and change?
A: It's easy to forget stuff! Searching for ';', which is a loose method but close enough, we're up to 711,000 lines, so it's just not possible to keep it all in my head now. I try to name my variables and objects consistently and memorably, and I leave enough comments around to remind myself of what's going on when I arrive at a spot of code. Sometimes it takes several searches to find the exact thread I'm trying to tug on when I go and revisit some piece of the game I haven't touched for a decade, which happens quite a bit. I'd say most changes are focused only on certain parts of the game, so there is kind of an active molten core that I have a much better working knowledge of. There are a few really crusty bits that I haven't looked at since before the first release in 2006.
Regarding the relative ease of doing things by myself, certainly for me, who has no experience working on a large multi-person project, this is the way to go! People obviously get good at doing it the other way, for example over in the AAA games context, and clearly multiple engineers are needed over there to get things done on time. I'd be hesitant to say I can go in and change stuff faster than they can, necessarily, since I haven't worked in that context before, but it's true that I don't have any team-oriented or bureaucratic hurdles to jump through when I want to make an alteration. I can just go do it. But I also have to do it alone.
A: There have been some refactors that have lasted for months, redoing certain data structures and so forth, though I'm not sure anything is ever a refactor strictly here since there's always opportunities to push the mechanics forward simultaneously and it makes sense to do so when the code knowledge is fresh.
Adding the Z coordinate to make the game mechanically 3D (while still being text) was another one, and really the most mind-numbing thing I've probably ever done. Just weeks and weeks and weeks of taking logic and function calls that relied on X and Y and seeing how a Z fits in there.
A: When you declare a class that's a kind of item, it locks you into that structure much more tightly than if you just have member elements. It's nice to be able to use virtual functions and that kind of thing, but the tradeoffs are just too much. I started using a "tool" item in the hierarchy, which started to get various functionality, and can now support anything from a stepladder to a beehive to a mortar (and pestle, separately, ha ha), and it just feels more flexible, and I wish every crafted item in the game were under that umbrella.
We do a lot of procedural generation, and if we wanted to, say, generate an item that acts partially like one thing and partially like another, it's just way harder to do that when you are locked down in a class hierarchy. Adding things like diamond dependencies and all that just end up tying you in knots when there are cleaner ways to do it. If different components can just be turned off and on, it's easier, and allows you to do more.
I think some game developers refer to this as an entity component system, though it's my understanding that harder-core optimizer people think of that as something else where you're actually breaking things down by individual fields. Using a single object with different allocated subobjects is almost certainly worse for cache misses, which is a whole other thing, but the benefits in organization, flexibility, and extensibility just can't be ignored, and the different subfields of the tool item aren't used so often that it becomes an optimization issue.
A: Not at all! I'm struggling to think of a single issue. Fortunately for us, we already had our byte sizes under control pretty well, since it comes up saving and loading the worlds; the format needed to be nailed down back when we set that up, especially because we've had to deal with endian stuff between OSes and all that. And we don't do any gnarly pointer operations or other stuff that might have gotten us in trouble. It just ended up being really good code for 64 bit conversion due to our other practices, entirely by accident. The main issue was just getting the time together to make the change, and then it didn't end up taking nearly as long as I thought it would.
It's fast to maintain, but the downside is that the component indices are maintained for walking only. This means that flying creatures, for instance, don't have global pathfinding intelligence that's any different from a walker. In combat and a few other situations, we use short-range flood fills with their actual logic to give them some advantages though. But it's not ideal for them.
I'm not sure we'll attempt other structures here to make it work any better. For our map sizes, they've all failed, including some outside attempts. Of course, it might be possible with a really concerted effort, and I've seen other games that have managed, for instance, some rectangular overlays and so forth that seem promising, but I'm not sure how volatile or large their maps were.
The most simple idea would just be something like adding a new index for fliers, but that's a large memory and speed hit, since we'd need to maintain two indices at once, and one is bad enough. More specific overlays can track their pathing properties (and then you path through the overlays instead of the tiles), but they are hard and slow to maintain as the map changes. There are various other ideas floating around, like tracking stairs, or doing some limited path caching, and there are probably some gains to be made there. We are certainly at the edge of what we can currently support in terms of agents and map complexity, so something'll have to give if we want to get more out of it.
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