Re: Roomless world
Every Thing is a container, and I search everything in the same container - so everything in the same World, or Dungeon, or Place, etc, as you (e.g., if you're inside another PC, it would search everything else inside them). Because monsters spawn on the fly and are silently destroyed when nobody is nearby, the number of Things in any particular location is kept pretty small. As I mentioned earlier, the original design included abstract containers for grouping Things together based on proximity, but I never needed to implement it, as the processing effort is already insignificant compared to other parts of the MUD. I don't optimise until I've identified an actual problem.
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