[crossfire] Map cache
Anton Oussik
antonoussik at gmail.com
Sun Aug 28 08:32:36 CDT 2005
On 8/27/05, Mark Wedel <
mwedel at sonic.net
> wrote:
>
>
>
Catching up on various points:
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I have no plans, no do I expect to see any work on making crossfire multi
>
server distributed. The work to do that would be huge. At minimum, the
>
game
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almost needs to be thread safe, so why not just do that? With multi
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thread/core
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processors hitting the market soon, it makes more sense (sun's 32 thread
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cpu
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will be out sometime soon for example).
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For item stacking, since the issue here is related to performance, it
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would be
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raw number of items that don't merge. This may be hokey, but the goal here
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is
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to improve efficiency by reducing number of objects on the space, so we
>
don't
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care actual nrof, weight, volume, whatever. We just care if the number of
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objects is above X, objects should spill over. This also helps out on the
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client interface aspect.
In that case restricting the height of the stack to 3-5 objects or so, and
then use "falling over" to adjacent squares that have 2 less objects or more
(this will cause nice mountains of junk to form that have peaks, similar to
how items stack in the real world), and not counting no_pick and weight 0
objects should work speeding up the server.
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