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Main - General MFN Discussion

Re: Multithreading, QBs, FOV and You

By setherick
11/13/2016 9:30 pm
I was talking through an observation made by another player about how high FOV QBs hold the ball longer than low FOV QBs, and it made me wonder how the passing game is multithreaded. (I assume that it is multithreaded with difference processes accounting for how receivers move, how DBs move, and how QBs react, etc. I can't conceive of a way that it wouldn't be multithreaded, but I could be wrong.) How are QB calculations kept in sync with WR calculations?

If they are badly out of sync, it could account for some of the issues we're seeing with the passing game like (1) receivers completing routes and starting to run alternate routes (free running) before the QB decides to throw the ball (this happens a lot, A LOT, with the 311 TE PA pass that I've been experimenting with) and (2) QBs holding the ball way too long in general. It stands to reason that a high FOV QB will end up performing many more calculations than a low FOV QB on the same play. If the calculations are taking longer than the other processes, then QBs holding the ball too long could be a server performance problem more than a code problem.

Just a thought.
Last edited at 11/13/2016 9:33 pm

Re: Multithreading, QBs, FOV and You

By setherick
11/15/2016 7:27 am
Like this effing BS right here. This is stupid. It has no place in a game that is ready for production: https://mfn6.myfootballnow.com/gamecenter/view/5187#990086

Next effing offensive series: https://mfn6.myfootballnow.com/gamecenter/view/5187#990093
Last edited at 11/15/2016 7:29 am

Re: Multithreading, QBs, FOV and You

By jdavidbakr - Site Admin
11/15/2016 9:27 am
setherick wrote:
This is stupid. It has no place in a game that is ready for production


I have made no attempts to imply that the game is at a mature state. Any time you see an application in a 0.x release, it is considered to be in 'beta'. MFN-1 is the 'bleeding beta' engine which means that it is the sandbox for new features and updates, but all engines are in a 0.x release and will continue to be until I feel the game is mature enough to merit a 1.0 release. I appreciate your patience and feedback during this stage in the development; if the issues are egregious enough that you are not enjoying the game, I sincerely apologize and welcome you to return when a more mature game engine has been announced.

As for the multithreading, I'm not 100% sure what you mean by the question, but the engine essentially goes forward at a constant rate and each player is then iterated through and updated which includes their movement as well as any decisions that need to be made or reactions to events, so each player remains in sync with the current moment in time.

Re: Multithreading, QBs, FOV and You

By mikehall1957
11/15/2016 4:03 pm
I would like to thank the Site Admin for all that is done to make this experience available. Your work is not always shown the appreciation it deserves.

Re: Multithreading, QBs, FOV and You

By brothertombo
11/15/2016 4:11 pm
I for one am really enjoying this game. Probably playing in too many leagues, but what can I say I love football. lol. I would love the opportunity to play in mfn1 when an opening becomes available.

Re: Multithreading, QBs, FOV and You

By setherick
11/16/2016 8:34 am
jdavidbakr wrote:
As for the multithreading, I'm not 100% sure what you mean by the question, but the engine essentially goes forward at a constant rate and each player is then iterated through and updated which includes their movement as well as any decisions that need to be made or reactions to events, so each player remains in sync with the current moment in time.


What happens when a player's decision calculation can't return a decision? There are too many times when a player obvious doesn't know what to do? QBs running to the sideline, OL and DL just standing around, etc. The explanations we have gotten in the past are that the player lacks something (experience, an attribute, etc.). But it seems like something wholly beyond our control.

Similarly what happens when the decision calculation gets a negative number? I assume that this is possible given the number of penalties that are applied to players on any given play.
Last edited at 11/16/2016 9:52 am

Re: Multithreading, QBs, FOV and You

By setherick
11/17/2016 8:06 am
Or this. Not even Gus Ferotte is this stupid: https://cust17.myfootballnow.com/gamecenter/view/2807#531321

Re: Multithreading, QBs, FOV and You

By martinwarnett
11/21/2016 4:26 am
Could be worse. Could have stepped out of the back of the endzone. Not like that's ever happened in NFL.