On Wed, 6 Jan 1999, Patrick Dughi wrote: > The only advantage in this situation is lookup time - arrays have >a lookup time less than or equal to linked lists... Think about it this >way, if you have all the mobs in the game, and you want to load up a mob >with a rnum of 700, you would have to go through a linked list structure >700 times before you reach your mob. With an array, it would be Any sane MUD implementation of them that offsets a bit of memory for speed should store a mobs_in_next_zone pointer so that it can skip to the next hundred batch. Then: Zone0 -> Zone1 -> Zone2 -> Zone6 -> Zone70 Mob0 Mob10 Mob20 -> Mob700 Mob1 Mob2 ... Mob99 Still not as great as arrays but not awful either. If you don't mind the speed and want to save 4 bytes per mob, then the above would be skipped. MUDs use more memory anyway... -- George Greer greerga@circlemud.org http://www.van.ml.org/CircleMUD/ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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