Grids, Interfaces, and Multiple Maps in BYOND Discussion
|
|
Wasn't really sure where to post this. It's more of a direct question to Tom and Lummox about inner workings of DM, but I suppose the response could be beneficial to everybody.
I've noticed that as I add more and more grids to a project that the game starts to get laggier. Not sure if it's a coincidence or something else at work.
I know grids auto update. But it seems rather limited. If the object is in a mob's contents, then the grids they are displayed in will update if said object's icon/overlays change.
Now the first question is, do grids auto update in ticks or only when something changes and the grid needs updated? If they only update when the object in the grid changes, that's great, but if not, then it would be good to know, because hundreds of grids constantly updating is a performance issue.
Secondly, I've found that with the implementation of multiple maps, that they would be a more powerful display component to use instead of grids, but if they auto update as much as the default map, then again, there is a problem changing hundreds of grids into maps.
Lastly, when a window is hidden, do the grids and maps on them auto update (if they do in fact update on ticks), or are they disabled until the window is shown again? If they also auto update, even when hidden, then I will seriously have to rethink the way I do things.
Teridal has a massive interface with close to a hundred grids which I would like to change to map displays (and most likely add many more, but probably less maps overall than grids since a map doesn't have to look like a grid).
So answers about the above questions would be much appreciated and help me improve performance on my projects.
Thank you.
|
The default map will of course receive regular updates from the server about what is in its view. I believe Lummox JR has said in the past that the client.screen is only updated when it changes (so the secondary map shouldn't update unless you're changing its screen)
However, if you're referring to CPU usage and not network usage, I don't think the interface system was designed with those kinds of numbers of controls in mind.
Do you honestly need that many? Can none of them be combined, or be reused? Also, can you actually have more than 2 maps now?