None of my notes on cards appeal. Let’s look at the code and see what it suggests. It’s Sunday morning, there will be bacon in the offing, and I don’t have anything particularly in mind to work on. The must interesting two card notes are: Cell class is large; Change CellSpace to sparse? The CellSpace data structure is a list of lists of cells, Python’s best shot at a 2D array. There’s not much reason to go to a sparse structure, it seems to me. We might save half, maybe even 2/3 of the cell instances, depending on how full the dungeon space gets. How big is a level going to be? I’m building 64x56 cells, because it happens to fit my screen well, and we get nice dungeons at that size, maybe a dozen or twenty rooms. We allocate 3,584 cells at that scale. If we doubled the size, about 7,000. My MacBook Air only has 16 gigabytes of memory, and it’s still difficult to get excited about 7,000 cell instances. So that seems like something we don’t need. As for Cell being large, it is about 150…
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