[DGD] Best method to make a wilderness map
Shentino
shentino at gmail.com
Sun Feb 19 02:22:35 CET 2012
DGD's memory usage model is quite elastic.
Swapping is done proportional to the number of active objects in
memory, and will swap twice as fast with twice as many objects
resident.
What WILL slow you down in a heartbeat is if you're using so much
memory the OS starts stepping in with paging.
2012/2/18 Petter Nyström <jimorie at gmail.com>:
> Sorry, I botched my last bullet. It should've read:
>
> - When a room B would have to be loaded because an object is being
> moved there from another room A (e.g. when a player walks around), if
> room A has no data that is worth preserving except for the object that
> is moving out of it, then instead of loading a new object for room
>>>>B<<<, we let room A become room B. This saves us from creating a
> lot of new rooms when a player spams across an otherwise deserted
> landscape.
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