hmmm... maybe I do have that wrong, but we have about 4 very prolific builders that not only keep me hopping with specials and spells, but also fully describe mobs/objs/and rooms, not much of the "nothing special" crap. --Angus (the virtual right now is 33M and the res is 2.2M on the builder port) ______________________________ Forward Header __________________________________ Subject: Re: [ADMIN] Memory a Mud takes up Author: INTERNET:CIRCLE@post.queensu.ca at CSERVE Date: 10/30/97 11:30 AM 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...) 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. I sometimes think that I have written the most memory efficient code I can...and sometimes I have. Other times (and it seems more often these days), when I look back at the code, I realize I can do quite a few things to speed it up and cut down memory usage. It's worth a second look. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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