Blockland Forums > Suggestions & Requests

Brick limit

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Bisjac:

maybe only allow dedicated servers a new limit. encourage clans to actually rent out a nice server the old fashioned way.

Ephialtes:

I don't think anyone who runs a Blockland clan can afford to rent a dedicated server.

mctwist:

Even if dedicated servers could have a higher brick limit, the client still have to see those bricks.

To fix more problems on my idea, the client have the original limit on 128k bricks, but when it reaches it, it moves brick from RAM to HDD that is out of sight. If bricks are removed, it takes the closest brick and fetches it back from HDD to RAM. If some bricks come in sight, and others are out of sight, it makes the same swap as above.
When it saves, it takes bricks from both RAM and HDD and merges them together to the file it saves to. (Ouch for events and owners)

If you are no fancy of my idea, then you come with something better.

Bisjac:


--- Quote from: mctwist on March 08, 2010, 09:24:14 AM ---Even if dedicated servers could have a higher brick limit, the client still have to see those bricks.

--- End quote ---

im referring to a REAL rented server, with lots of bandwidth. not some kid's extra computer he found in his grandmas basement.

Radial543:


--- Quote from: mctwist on March 08, 2010, 09:24:14 AM ---Even if dedicated servers could have a higher brick limit, the client still have to see those bricks.

To fix more problems on my idea, the client have the original limit on 128k bricks, but when it reaches it, it moves brick from RAM to HDD that is out of sight. If bricks are removed, it takes the closest brick and fetches it back from HDD to RAM. If some bricks come in sight, and others are out of sight, it makes the same swap as above.
When it saves, it takes bricks from both RAM and HDD and merges them together to the file it saves to. (Ouch for events and owners)

If you are no fancy of my idea, then you come with something better.

--- End quote ---
In your 'updated' idea, it would take time to move that memory from the HDD to the client (basically putting it back into RAM). I say this because when you have to update all the bricks on a server, if someone hit a brick that another client had cached on his computer, it wouldn't be smooth and would appear to be kind of laggy to the client because the brick would be destroyed a couple of seconds after that someone hit the brick. Your method would also chew up RAM like a dog for some older computers.

Lastly, when the game concatenates the RAM memory and the cached memory, it would really increase save time.

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