Schematic Loading
spaceribs opened this issue ยท 1 comments
SO, we have around 200 schematics being loaded into Cityworld, which is currently maxing out the RAM. I'm going to be developing 2 things (the last one being a proof of concept for you):
- A World Generator that allows us to test decay settings and chests inserted into buildings.
- This will be generated much like grocery aisles.
- A WorldEdit implementation which stores the location/settings of files, but doesn't load them into RAM until they are being pasted.
- At startup, the world generator will load each file, center them and make them fit into a foundation, then save them to a separate production folder in every orientation under a single directory.
- Contexts will not be under folders any more, they will be in the YML so that you don't have to make multiple copies of files.
- Placing will be done via WorldEdit, no more cuboids being loaded into memory.
It has been a while since I last looked in on you guys. It has been very busy at the office, in fact they sent me home this week to force me to take a break. I should be much freer after November. As for CityWorld. Based on recent deprecations by our friends in Bukkit, I think I am going to have to start CityWorld over from scratch. They are getting rid of the .getID() support and that is what I use during my world generation.
But that is a good thing really because it lets me jettison quite a bit of baggage. I have been thinking building it from the ground up as a schematics paste-er. Even the built in buildings would simple generate schematics. This does two things, one it allows users to change the buildings schematics and have them regenerate if needed and also I think I can finally break away from the block alignment that has annoyed me. Which means... better roads. I am happy to see some of my thoughts on how to create this puppy mirrored in your comments above.
I am not sure when I will start back on this again but hopefully it will be after things calm down after November.
I am currently looking to post the lastest version of the plugin... tonight. crossing my fingers. :-)