[DGD] Best method to make a wilderness map

Noah Gibbs noah_gibbs at yahoo.com
Sat Feb 18 17:34:52 CET 2012


I don't mean the mapping won't work...  I mean you could accumulate a lot of rooms, and so a lot of memory.


________________________________
 From: Shentino <shentino at gmail.com>
To: All about DGD and Hydra <dgd at dworkin.nl> 
Sent: Saturday, February 18, 2012 8:09 AM
Subject: Re: [DGD] Best method to make a wilderness map
 
My presumption was that on lazy room deletion, the room wouldn't
actually be deleted if there was stuff in it.

On Sat, Feb 18, 2012 at 7:46 AM, Noah Gibbs <noah_gibbs at yahoo.com> wrote:
> The problem with lazy room creation is that if it gets popular, he's got a problem...  Though with room deletion, it's fine unless somebody tries mapping it, say by dropping objects in lots of the rooms Zork-style.
>
> You'd want some kind of fairly clever data structure for storing the items that are on the floor per-room.  The obvious way to do that (giant array of rooms) scales memory poorly, and the next most obvious (long list of items tagged by what room they're in) scales search time poorly.  You need some kind of a compromise between them, data-structure-wise.
>
> There are of course many such compromises, but you still have to pick one.
>
>
> ________________________________
>  From: Shentino <shentino at gmail.com>
> To: All about DGD and Hydra <dgd at dworkin.nl>
> Sent: Saturday, February 18, 2012 4:26 AM
> Subject: Re: [DGD] Best method to make a wilderness map
>
> Have you tried lazy room creation?
>
> Don't create it until someone enters?
>
> Also, maybe try deleting rooms that don't need to exist anymore, like
> empty ones.
>
> As long as you have enough "seeding" information of a sort to know how
> to recreate the same room in the same way on demand, players won't
> know that the rooms are being JIT in.
>
> On Fri, Feb 17, 2012 at 6:08 PM, "Mario A. Barragán L."
> <lerkista at gmail.com> 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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