Re: Maps & Memory
- From: Gerry Quinn <gerryq@xxxxxxxxx>
- Date: Fri, 26 Jun 2009 20:45:23 +0100
In article <8152bb86-d051-41d8-aae3-ac4742da21b9
@n4g2000vba.googlegroups.com>, birdofprey160@xxxxxxxxx says...
In my in-dev roguelike, I'm planning to allow for various events to
happen on other maps, from simple things like a timed explosive going
off even if you've moved to another floor, to creatures following you
up and down stairs and setting ambushes for you on the next floor. The
way my code is set up right now, all maps are kept in active memory
all the time.
My question is, is it acceptable to keep all those maps active at
once? I COULD make the game keep track of which maps are necessary to
keep open that loads maps when they're needed and saves them when
they're not, but I'd like to avoid all that work if it's not strictly
necessary. Am I likely to see some slowdown on the later floors when
many maps are in memory? Each game will have 30-40 separate maps at
most. What do you think?
On a modern PC it should be perfectly feasible IMO.
You could always just test it out. And if it causes problems, there is
the obvious option of freezing maps that are far away from the player.
- Gerry Quinn
--
Lair of the Demon Ape (a coffee-break roguelike)
<http://indigo.ie/~gerryq/lair/lair.htm>
.
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