I *think* his test cases were in the hundreds or thousands of local variables on an object. The concern was primarily for persistence where you could expect a lot of variables stored on an object (item). I don't think we'll approach anywhere near those numbers for system-specific objects/variables, but it certainly doesn't hurt to be as efficient as possible.AcadiusLost wrote:Ronan's initial work suggested that we see the system slow down on it's local int access the more variables we start piling onto these poor waypoints.
Looks like he had some planned variables for randomization along two axes (vertical & horizontal). Perhaps he put hooks in the code for these too.AcadiusLost wrote:Currently, spawns appear in a tight group, right on top of their waypoint- I'll need to write some location randomizing functions with parameter constraints if we want to simulate the kind of unpredictability we came to expect from NESS. I believe I read in the NWN2 forums, that createobject no longer nudges a creature to the neaest walkable area- currently I believe it's just failing if the recommended location is unwalkable. This could be a problem in exteriors, when we don't know what "Z" coordinate the ground would be for a given X and Y coordinate.
No other comments. Thanks AL.
p.s. I'm sure you already plan to, but as you fix, update, and extend the system, please update the spec in the Wiki as well so it remains accurate.