On 26 February 2011 11:10, Corey Richardson <[email protected]> wrote: > On 02/26/2011 06:05 AM, Walter Prins wrote: > > I'd be tempted to say you should not be worrying about such performance > > issues at this stage. > > Indeed, but I can't have every piece of variable information being saved > to disk and then read back again every time a player leaves or enters a > room, that'd just be silly! >
Sure. I still think however that at this stage it's a much of a muchness. Modern PC's and disk caching subsystems being what they are, you likely won't really notice it either way until you're quite far along with this project. ;) (I'm not suggesting you should be willfully stupid of course, and the mere fact that you write the above indicates you're not, so there's no problem!) > Playing MUD's for a bit it gets annoying on a medium-size server when > you have to wait more than 3 seconds just to get how much health you > have after attacking some baddie. I won't be trying to pull every > microsecond of efficiency out of this, but I would like it to be > sensible and now waste time dawdling. > Sure. It's of course an assumption that the delay you see is due to disk I/O... (it may well be, but then again there's lots of possible reasons for things being slow...) > > (And the full quote is "We should forget about *small* efficiencies, say > about 97% of the time: premature optimization is the root of all evil." > (emphasis added)) > I know what the full quote is, I continue to be of the opinion that the point it makes is relevant, it's not worth worrying too much about. Pick a strategy that works sufficiently, you can always refactor and improve when needed. Good luck, Walter
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