Yay, we're simulating with multiple threads. I don't think there's any perf increase (untested) though
because of the placement of the lock/unlock calls. Made a comment on issue in ThreadLifeMain(). This function will probably just need rewritten with (more) careful thought.
Race condition fixed. Sim runs faster.
Everyone is happy now.
'Cept each thread spends a lot of time waiting for the lock when it doesn't need to be, so things aren't NEARLY as fast as they could be with a bit more tweaking.
Removed giant block of commented functions.
tuning local queue size.
Fixing warnings.
Made note of a "feature" that was causing me confusion just now.
Reloading and randomizing work fine but clearing world hangs it? Disabled for now.
Added spacefiller.life file.
Extra console output on the conditions of the simulation
defined structs for stats keeping.
fixed build.sh. It works now.
Prints graphics FPS once per second. Looks like vsync is forced...
Fixed slight bug causing -f flag (for fullscreen) to require a nonexistant parameter.
Limit zoom levels to 1.0 and 10.0
Life simulation statistics are tracked and printed now.
Added -g flag to set how many generations to simulate, then exit.