Michael J. Fara wrote: > I tried the patch on my MUD and noticed almost 25% difference in memory usage. > > MUD w/one player & no patch: 6.4% Memory Usage > MUD w/one player & patch: 4.9% Memory Usage > > I have decided to wait to permanently install until the next version to > come out. It raises many conflicts with OasisOLC, but overall it is a good > patch. > > At 11:16 AM 2/20/98 -0800, Daniel Koepke wrote: > >Not that "manual memory paging" hasn't been suggested before; check > >the archives. I believe the argument against it has always been that > >most operating systems already do automatic memory paging that is > >infinitely more efficient than anything that could be done in > >software (over the kernel). From my point of view, since Win95 and > >UNIX operating systems will do disk swapping when it is needed. > > > >-dak Daniel Koepke has a valid point. Another approach you could try is investigating the Death Gate code (at ftp.imaxx.net/~thrytis) for its use of a shared string manager. In short, most any lenthy description is stored in one central table along with a counter of how many things use it (objects, mobs, rooms, doesn't matter). This means that you'll save memory on anything redundant, and that you could code a change of description for an individual mobile, for example, without messing with the prototype - which you could use to say, code a beefed-up animate dead spell. Daniel Houghton AKA Garadon +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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