> > The STL . . . I haven't seen it discussed much here. > > rest snipped < Personally, I don't have much experience in using the STL. I tend to have my own less-generic c-versions of the routines contained in there. Not that it isn't useful - it is, but the same thing can be accomplished without doing an entire paridigm shift to an object-oriented system. Granted, Circle lends itself to OO in most places rather nicely. However, that would require redesigning - and if you are doing that you will have uneffectively started from scratch. I did a conversion into a binary tree world structure and aside from the actual binary tree algorithm (and the testing, I never get my 2'nd rotate left/right correct first try), it took maybe 2 hours to convert and another 2 hours to test to the point where I was satisified that it would work exactly as it had before (no change in functionality). In the end, I didn't do this so I could just easily add and remove - I was actually pained over loosing the O(1) lookup time for the array; I did it so that way the entire array could be manipulated more easily without incuring the cost of renumbering all affected data every time there is an insertion/deletion. This allows me to have a dynamic structure for the world with less housekeeping involved, though there is a larger lookup penalty. But considering that some spaces, like the space between zones (the map area) are going to be almost wholy dynamic, I don't see a huge problem. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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