Handling Large Maps in Design Philosophy
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I'm working on an RPG, and in most RPGs, your average map is pretty small. (Perhaps 20x20 to 50x50) Yet, many RPGs have a world map which is significantly larger. (I'd estimate somewhere around 300x300 on average) Now, the problem with doing this on BYOND would be that all maps (or map layers) be the same size, so if you have a 20x20 map and a 100x100 map, you end up with two 100x100 maps when you run the world. (Most people reading this know this stuff already, I'm just being thorough) Now, this is a huge waste of 9600 unused tiles/turfs. And this is a fairly conservative number. In reality hundreds of thousands of tiles are wasted, even only using a maximum size map of 100. Once you go up from there, it gets ridiculous, and literally millions of tiles can be wasted.
Now, my first question is: should I care? How significant are these blank turfs? Assuming very little is defined under /turf itself, are potentially millions of turfs even an issue?
Other than that, I'm looking for ways to deal with large maps, even if its not on the scale of a world map. Is it even possible to put something on the scale of a world map in the game?
I've already considered ways to avoid using a single large world map, I'll probably try to divide up the world into sections naturally, but I'm trying to see what the options are.
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You can deal with large maps in a few ways:
1) Run different servers for different map areas.
2) Waste as little as possible. Don't make Z levels just for one purpose, like for 1 small building. If you do this, you should be wasting millions of tiles.
3) Dynamically save and load your maps as needed, this probably isn't a very good alternative to the above two options because it can use a good bit of CPU.