Sammy <firstname.lastname@example.org> wrote: >On Mon, 15 Apr 1996, Harvey Gilpin wrote: [Using threads to prevent lag in olc] >> That's one option yes. Though I still prefer fixing the data >> structure to fixing it's consequences. > >I think no matter how it's done there's going to be some drawback. When >you use pointers you're trading either lookup time or some extra memory >for the realnum lookup table to get more efficient prototype creation. I >think using pointers is an improvement but I'm not sure I'd call it >fixed. Just new and improved :) The only drawback I can see is that hash table takes up a few K of memory that would otherwise be free. Everything else becomes faster. No more table look ups to see where a player/mob/obj is, or to where the room leads. The real_room() function is just as quick as before, and olc and funky spec_procs become a breeze. I'd call it fixed }:> [Snipetty] > I don't like allocating a lot of extra >memory that goes largely unused, but it seems to work pretty well. Well, I guess it's all down to individual priorites in the end. Resources vs efficiency. Cheers, Rv.
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