[DGD] Hooks
alderamin at jippii.fi
alderamin at jippii.fi
Mon Sep 15 20:14:02 CEST 2003
> But if you write it yourself and keep track of stuff
> like that, you can avoid sending signals to every item
> and its brother by keeping separate lists for, for
> instance, ice damage, or damage to a given player, or
> damage done by a particular item. At first you can
> just use one big uberlist and a lot of if statements,
> then as it starts to get slow and bog down, make more
> lists. That'll save you time and cost you RAM, which
> is the right tradeoff as your MUD gets bigger.
...
> but it's much easier not to. And chances are good
> that this won't be what's bogging your MUD down, so I
> wouldn't bother if I were you.
>
Thanks for the ideas. Now I dare to continue planning and begin
implementing it =)
Sampo
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