[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:
     
     >
     
     
     >
     
      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
     
     >
     
      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).
     
     >
     
     
     >
     
      For item stacking, since the issue here is related to performance, it 
     
     >
     
      would be
     
     >
     
      raw number of items that don't merge. This may be hokey, but the goal here 
     
     >
     
      is
     
     >
     
      to improve efficiency by reducing number of objects on the space, so we 
     
     >
     
      don't
     
     >
     
      care actual nrof, weight, volume, whatever. We just care if the number of
     
     >
     
      objects is above X, objects should spill over. This also helps out on the
     
     >
     
      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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