^ The topic :P.
Basically how many objects can be placed on the map before a bad amount of lag/crash will happen? is there a limit?
If i made a galaxy game, and made about 500 stars *all objects* and like 100 planets. is that too many? :P. (600 objs)
ID:160438
![]() Sep 10 2008, 4:53 pm
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![]() Sep 10 2008, 4:58 pm
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You can have 65535 objects
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It's 65535. As Andre-g1 said, it corresponds to 216-1. For most things (datums excluded), BYOND uses a two-byte identifer to, as you could guess, identify the objects. Each byte is 8 bits long, so there are a total of 16 bits. Subtracting one comes from the fact that 0 is when all the bits are "off", so that state has to be accounted for.
Just a little miscellaneous info I felt like stating. |
Bladeshifter wrote:
^ The topic :P. DM, being an object-oriented language, is intended to spawn objects as you need them, but leaving them lying around after their usefulness has expired will lead to the problems you're attempting to avoid. As has been stated, 65535 is BYOND's limit before you just cannot have any more, but the answer to your question is simple: you have too many objects when more than you need (or have accounted for) exist. Most problems with "lag" and high object counts spawn from either inefficient processes or frivolous ones. Why does a moon need to orbit Jutiak if nobody's there to appreciate it? Why does the Caal System have to exist if nobody's in it? |
You also can have a total of 255 objects/turfs in 1 32x32 square also.
I tried to make a byond drawing thing before where you clock 2x2 squares, and it marks the spots fror drawing, but to make use of all the space of a 32x32 area with 2x2 squares, there is a total area for 256 spaces needed, which with a 255 object limit in 1 32x32 area, I failed miserably with that, lol. but 255 total objects/turfs in 1 32x32 area is the limit for that. which is some handy info depending if that sort of thing comes up. |
I don't know about /atom/movables, but for turfs there is certainly only ever one on one tile. When you place a turf on top of an existing one in the Map Editor, if its icon doesn't completely cover the previous turf's, then that previous turf's icon will be added to the new turf's underlays, so it appears like the multiple turfs are layered. But the 'limit' is one, anyway, and also the above behavior is the Map Editor's only.
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