On 8/27/05, Mark Wedel < mwedel at sonic.net > wrote: > > > Catching up on various points: > > I have no plans, no do I expect to see any work on making crossfire multi > server distributed. The work to do that would be huge. At minimum, the > game > almost needs to be thread safe, so why not just do that? With multi > thread/core > processors hitting the market soon, it makes more sense (sun's 32 thread > cpu > will be out sometime soon for example). > > For item stacking, since the issue here is related to performance, it > would be > raw number of items that don't merge. This may be hokey, but the goal here > is > to improve efficiency by reducing number of objects on the space, so we > don't > care actual nrof, weight, volume, whatever. We just care if the number of > objects is above X, objects should spill over. This also helps out on the > client interface aspect. In that case restricting the height of the stack to 3-5 objects or so, and then use "falling over" to adjacent squares that have 2 less objects or more (this will cause nice mountains of junk to form that have peaks, similar to how items stack in the real world), and not counting no_pick and weight 0 objects should work speeding up the server. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20050828/6f6d2a5c/attachment-0001.htm