[MUD-Dev] memory and speed

Miroslav Silovic silovic at zesoi.fer.hr
Fri Jun 11 13:03:17 CEST 1999


Chris Gray <cg at ami-cg.GraySage.Edmonton.AB.CA> writes:

> All of these issues can, I believe, account for a minimum of an
> order of magnitude in the speed of the interpreted code. Possibly as
> high or higher than 2 orders of magnitude. If nearly all of the
> action in your MUD is being done by an interpreter at the slow end
> of that scale, then that itself could be enough to cause your
> problems.

In my experience, a MUD that spends most of its time in interpreted
code can reasonably support 500-1000 objects with a ticker (i.e. mobs
that run around). This provided that mobs don't have very clever AI
and that moving them from a room to another room is cheap; if it's
not, reduce these numbers accordingly. A MUD written purely in C with
no-brainer mobs (read: StockMUD) can run in excess of 10,000 ticker
objects without overloading CPU.

Thus it stands to reason that if your playerbase is large, certain
aspects of VR (such as rooms, exits etc) should be coded in C. That
sacrifices flexibility, but... lag is no#1 most popular way of losing
players.

--
I refuse to use .sig




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