[DGD] Clones and very large arrays

Par Winzell zell at skotos.net
Sat Apr 3 23:44:14 CEST 2004


> The problem with this approach is that in my experience, minimizing 
> swapping is your primary concern, especially now that call_touch() 
> actually enables us to affect objects without swapping them in. If you 
> use a linked list where the next/prev pointers are stored in the actual 
> objects, then to even enumerate all the clones of a clonable, you have 
> to swap them all in. Swapping a quarter of a million objects into memory 
> is not realistic, and if you do it lazily (i.e. try not to freeze your 
> game) it takes hours and hours.

Eh, I guess this had already been discussed to death. Sorry. :)

Zell
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