In response to Spuzzum
Spuzzum wrote:
The number of variables doesn't affect anything. The client doesn't get to see any soft-coded variables belonging to objects. All of that remains server side. Also, hard-coded variables are only downloaded as needed -- x, y, z, pixel_x, pixel_y, icon, icon_state, invisibility, etc. If they contain default values, they aren't transmitted to the client.

*grumbles*
In response to Deadron
Deadron wrote:
Also a game event loop is critical. If the CPU is bogging down, slow things down by a tick until it recovers. Etc.

So how do those work?
In response to Foomer
I would assume a while loop checking the cpu usage, changing the tick_lag var.
In response to Jotdaniel
No, no. An event loop works much like what BYOND already has in place -- it converts an environment where many things are happening at once into a structured environment where you know exactly what is happening and when. The event loop is essentially a form of perfect socialism for computers -- every object in the computer gets a time slot allotted to it, and when it comes its turn, that object can use the resources of the world to do things.

What Deadron was saying was that if there were thousands of objects and things were beginning to bog down, you could just slow down the event loop and let the CPU catch up. Every object would get a smaller share of the system resources.
In response to Foomer
Foomer wrote:
Deadron wrote:
Also a game event loop is critical. If the CPU is bogging down, slow things down by a tick until it recovers. Etc.

So how do those work?

http://developer.byond.com/hub/Deadron/SimpleLoop
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