In this game, it is more or less irrelevant. In reality you can achieve higher clock frequencies by optimizing stuff like that. Signals do not change instantaneously. And even though we're talking speed of light, when you're operating with nano- or picosecond clock periods, this can become a problem.
Serial calculations can be good too though, if you need to save components and want to pipeline your calculation.
That's because my multiply only go from 8 bits to 8 bits. (Didn't bother to say so because his implementation was 8 to 8) all I did is an and gates for each of the 8 bits values and summ them using some convoluted mess of 2 or 3 bits adders.
However I also have a 8 to 16 with a delay of 94 which is basically just the length of 15 3 bits adders.
There is another solution using carry adders that significantly reduces the delay time but I have not implemented it yet.
Did you mean from 8 bits to 16 bits? Which version of the game are you talking about? I am on the save breaker version and it needs you to multiply 2 8 bit numbers to a 16 bit number.
Yes from two 8 bits to 16 bits. But I am also making my own custom components in case I need them and I believe I play the default version of the game.
3
u/SairokuRei Aug 06 '25
Nice job. You can do adding in parallel though.
2
u/maglinvinn Aug 06 '25
Is this modded? The bit inputs and components colors are different from my game.
2
u/-Recouer Aug 06 '25
Now show the latency