Game Speed Adjustments
by Steve Bilton · in Torque Game Engine · 02/12/2008 (1:22 pm) · 3 replies
Hey guys,
As a slight variation on the other post I made about workload distribution, I am also investigating other possible avenues to make the genetic training time viable. One of these avenues would be to start the server as dedicated, not connect to it with a client to save on rendering, and leave it to run at the max possible speed.
Is it possible to change the core speed of the server relatively simply, such that everything ( movement, firing, projectiles, schedules ... ) is all ran at a much faster speed? This would allow a single machine to run the simulation in a much shorter timeframe ...
Cheers
As a slight variation on the other post I made about workload distribution, I am also investigating other possible avenues to make the genetic training time viable. One of these avenues would be to start the server as dedicated, not connect to it with a client to save on rendering, and leave it to run at the max possible speed.
Is it possible to change the core speed of the server relatively simply, such that everything ( movement, firing, projectiles, schedules ... ) is all ran at a much faster speed? This would allow a single machine to run the simulation in a much shorter timeframe ...
Cheers
About the author
#3
02/12/2008 (2:07 pm)
Thanks, I'll look into these. What I'm trying to achieve is an offline genetic training of agents - I currently have the server create a new thread that the GA runs in, and they pass parameters to one another as required - the GA resets the server as necessary. A given run of Torque is essentially a single run of the fitness function. I'm sure you can imagine how slow this gets, hence looking into speeding it up and distributing it.
Tim McClarren
Default Studio Name
If you aren't connecting clients, you could just change the tick rate.
Look in gameBase.h. There is a define in there, "TickShift".
You could set that to a smaller value, and you'll tick more quickly.
I'm not sure what you're trying to acheive, but this might be what you're looking for. Does your server then emit some end state? How are you investigating what's going on inside it?