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thread about the game engines used in paradox's europa universalis games -- this first toot describes what the games are, you can skip it if you already know

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in reply to Lynnesbian

re: thread about the game engines used in paradox's europa universalis games -- this second toot is about how complex the simulations and AI are

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in reply to Lynnesbian

re: thread about the game engines used in paradox's europa universalis games -- this third (long) toot is about multithreading and performance

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in reply to Lynnesbian

now, i'm not that interested in europa universalis V as a game. it doesn't really appeal to me. that's not to say it's bad (it's very very good), just that it's not for me.

i'm interested in europa universalis V as a program. i NEED to know how they pulled this off. i NEED to watch a two hour talk about this. what they've done is a borderline miracle and i need to know the details.

so if anyone at paradox is reading this: PLEASE give another presentation about multithreading in paradox games!!! or at least make a dev diary post about it!

in reply to Lynnesbian

we don't know for certain that the "every task knows its requirements" approach is how they did it, but i mean... i'm almost certain that's what they've done.

but i need to know for certain. and i need to know how. and how long it took. and what the challenges where. etc etc

in reply to Lynnesbian

your Intel® Core™ i5-12600 when Europa Universalis 5 asks the NT kernel to push eight thousand transparently compressed text files through windows defender so it can parse them in serial

#eu5

#eu5
in reply to Lynnesbian

might be missing something, but this sounds a little like what the bevy game engine is doing out of the box?
in reply to vae

@vae you're right, bevy does do that, however, you have to write your game using the ECS paradigm. EU5 builds on literal decades of clausewitz engine games -- not just EU4, but CK3 and vicky 3 and HoI4 etc etc.

using ECS would mean a complete rewrite, throwing almost everything out the window. given how long it took them to make EU5 (and how many issues it's had on launch...), i don't think something like that was ever in the cards.

besides, it'd likely mean throwing out (or at the very least entirely redesigning) their paradox scripting language. this would be bad for the same reason that bethesda moving away from their janky modding setup to unreal engine 5 would be bad

@vae

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