[DGD] Best method to make a wilderness map

Kent Mein mein at cs.umn.edu
Sat Feb 18 16:29:25 CET 2012


On Feb 17, 2012, at 8:08 PM, Mario A. Barragán L. wrote:

> Hi, i'm trying to make a big grid of rooms, something like 200x200, i'm based in a map
> i have in ascii, i'm using a system of coordinates, and creating clones of the rooms, but the memory is going up very quickly, with about 5000 rooms loaded, the driver uses 60M aprox of ram, and loading new rooms is getting slow, is that normal for that amount of objects loaded??
> 
> I've made a room based in the movie "Cube", that simulates an area of 20x20x20, and you can walk freely and the descriptions are dynamic, etc i've thinking in a solution like this, but every time you "change" of room, everything you drop, made, etc in the last one disappear, also you can't meet any other player.
> 
> Does anyone have a vetter solution?? idea??
> 
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Another idea would be to create 1 room per player that enters and all it does
is reference itself, and change on entrance.
Make a couple of functions get_short(x,y), get_long(x,y), get_exist(x,y)
and when the player exists the room call set_short(get_short(x,y)) etc…
Then you would need to do some funky stuff with the inventory, 
maybe make a big pool that users can't see and have a mapping that stores what items
are in each location.  When they enter the right cords you move the objects from the pool to the
rooms inventory and when they leave they go back in the pool…

Again just an idea… its a lot of work :)

Kent


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