How am I supposed to know what BYOND can and can't handle? Man, I really wish at times like these that I had a fast-paced action MORPG to reference made by Tom and Lummox JR to really see the limits of this engine.
Do you have any advice on procedures to avoid and such? On how to conserve memory any way possible? If so - please post away!
(This post is hidden from the front page: language) ?... Really?
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if your problem involves having lots of mobs over a large map that require while() procs, then have a global proc that tells them to do their loop every tick and have said proc skip mobs that aren't within 10 or so tiles of a player.
err other than that i can't really think of any issues you'd have if you're making a big rpg. pixel movement doesn't seem to cause lag and i run Epic in 30 fps with no issues, so yeah.. just get a good server when you're done if you want to hold like 30+ people.