Do you have any plans to do something like procedurally generated languages/conlangs?
If so, what extent would this be going to/how far indepth would this be? Like, evolving/splitting over time between cultures, partial merging via loanwords or 2 cultures being in close proximity all the time, creatures not understanding some languages but "translators" or well-traveled ones being multi-lingual?
And for the contents of the languages themselves, would generating them involve low level details to make them seem natural/not generated, like this?:- Choosing limited sets of possible consonants/vowels (phonetics)
- Languages having consonants/vowels that can't be pronounced by some species because of their vocal anatomy, or ending up with accents because of said anatomy
- Phonemes vs phones (sounds that are technically different but are interpreted as sounding the same by the speakers of a language)
- Tones
- Stress
- Allowed patterns of consonants and vowels in syllables
- Consonant assimilation (basically behind why the imp in "import" isn't as awkward as saying "inport" would be)
- Sound symbolism like the whole "kiki bouba" thing
- Grammar differences, including syllable counts per word in general, words consisting of other words combined, and some words not being "root words" in other languages in general (hypothetical example, you could imagine the word for "dead" just being the languages literal equivalent of "not-alive", not its own word)
- Etc etc
Just wondering how far this would go (if this stuff isn't planned already I'll definitely post a suggestion for it, along with some links to good sources people use for making conlangs).The main thing it does to me is to underscore what a huge amount of work it would be to multithread DF. Each of those subsystems would have to be significantly revised.
Well, I may be mistaken, but I don't think
all of them would need substantial revision (as most of the problem comes from a select few systems), and quite a few of them ARE being revised anyway in the big map rewrite, and others are slated to be revised later, so even if it's not done right away, if each system being rewritten is written with the potential of threading later in mind (so that it doesn't require a
big rewrite when the time comes) that could be done at some point, assuming that doesn't sacrifice performance in the meantime, which I'm not sure it would.
Which by the way would slow the whole thing down on single processor systems.
Does anyone even use single processor systems anymore, and whatever tiny fraction does, how many will keep doing so as technology marches on and CPU's get more cores?
Using the GPU is even harder because you have to translate the code to shader language and figure out how to get good throughout, something the CPU kind of takes care of for you. Oh, and then you get bugs that only affect some graphics cards.
I agree, the GPU is a big step up in difficulty, which is why it would probably be best to get help with that if it was to be done at all.
When you’re done, it’s just the one system that’s now optimized…so one out of about a dozen listed in that article.
Sure, but only a handful of them really need optimizing, as a lot of performance issues seem to stem from a few bottlenecks; these "big ticket items" at the moment (maybe future updates will bring in new "big problems"), in no particular order of importance, are pathfinding, temperatures, fluid flow (in the forts that make use of fluids or have rivers/waterfalls), and whatever the problem is with the item vector (which I've heard is partially about temperature checks on each item).