question regarding script speed
#1
Posté 21 septembre 2011 - 04:41
How wold you rank the speed of the following three methods?
1. (Sparky Method) splice up a string containing encounter information using the functions "FirstWord" and "RestWords"
2. pulling the information from 2da files
3. pulling the information from NWNX database files.
not sure if there is a faster way I am not considering.
My second questions is How big is the difference?
I could expand the functions used in Sparky and offer the changes to the CEP or start fresh with a 2da system, etc.
I am also open to any other throughs or comments on the subject of spawning systems.
#2
Posté 21 septembre 2011 - 06:16
The best choice is 1 or 3, but both are propably fast enough for you to choose whichever seems easier for you to work with. (Assuming sparkys scripts are properly optimized and that im right about NWNX DB)
Modifié par Xardex, 21 septembre 2011 - 06:21 .
#3
Posté 21 septembre 2011 - 06:40
It really comes down to the way you want to script it. The spawning of the creatures themselves will most likely take more CPU time then your scripts deciding what to spawn.
#4
Posté 22 septembre 2011 - 09:30
Funky
#5
Posté 22 septembre 2011 - 10:57
I am going to *have* to find time to research nwnx... :-/FunkySwerve wrote...
Any is fine. You missed the quickest option though - hashes via nwnx. I would worry more about readability and ease of modification for something like this, however. We use sets of string variables set on the area (from area onenter )for various tiers of encounters, mainly for that reason. You could simply set them on the area in the toolset, nowadays, but it's convenient to house them by area grouping in a communal include.
This sounds very tasty.
<...to the pile of reminders on his work table>
#6
Posté 23 septembre 2011 - 10:46
FunkySwerve wrote...
Any is fine. You missed the quickest option though - hashes via nwnx. I would worry more about readability and ease of modification for something like this, however. We use sets of string variables set on the area (from area onenter )for various tiers of encounters, mainly for that reason. You could simply set them on the area in the toolset, nowadays, but it's convenient to house them by area grouping in a communal include.
Funky
You guys ever gonna make any more modules Funky?
Higher Ground 2! (like The Winds of Anarouch! or some cool name)
Modifié par _Guile, 23 septembre 2011 - 10:55 .
#7
Posté 23 septembre 2011 - 08:22
Funky





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