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. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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