[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
_________________________________________________________________
List config page: http://list.imaginary.com/mailman/listinfo/dgd
More information about the DGD
mailing list