On Thu, 30 Oct 1997, Angus Mezick wrote:
->A good 30-35M at boot and then it goes down to about 25 as the mobs/objs idle
->out (if the zone isn't visited in a while and doesn't have a special flag, we
->clear all the mobs and objs until a char enters...)
Daniel wrote:
>>Dear lord...35mb at boot? You mean, you're using up that much memory
>>before there are any players in the game?! You might want to look
>>into rewriting your code for efficiency. Okay, truthfully, it's fully
>>possible for a CircleMUD to use 25mb, and it's not too outrageous of a
>>figure. But I would still look into cutting down memory usage.
The mud I am working on currently uses about 15-17meg, however,
it has a reasonably large wilderness. One thing that no one
offered as a way to cut down on some of the overhead is to compile
the mud without the -g option (debugging info). This will reduce
the amount of memory it consumes to some degree.
Even with debugging info turned on, 25-35meg is enormous. You
may want to check whether or not you have added data to a structure
that will be duplicated where its not needed.
For example, buffers used for players that are in a struct used by
mobiles too.
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