| 09-28-2008, 02:52 AM | #1 |
Hi. I'm working with H2I and a very large array, about 7962624 divided into smaller arrays. Crazy number huh? I'm looking for ways to reduce/decrease this. Right now I get the first H2I number and minus the rest by that, so I can basically start the array at zero. I believe the H2I's number jumps by three each time. I've tried dividing it by three but it doesn't seem to work. I'll need to look into it more; could be once I minus the first H2I from it it isn't even anymore. Ain't there another way to reduce the array numbers by using something like H2I() - 0x100000, or something. And for the sake of it, because your probably going to ask wtf I'm doing, I'm using trackables (yes you heard me right) at about four (64.0 size) per 128.00 grid area. Anyways, anyone have any other ideas. The math for my crazy array size: 96*96*4*6*3*12=7962624 Broken down: 96*96(map size)=9216(grid area) 9216*4(four trackables per 128x128 area)=36864 36864*6(top, bottom, and all four sides)=221184 221184*3(H2I jumps by 3 each time)=663552 663552*12(players)=7962624 |
| 09-28-2008, 03:32 AM | #2 |
first off, using that many tackables (or even handles for that matter) would cause wc3 to shit itself. Second, handles increment by one every time. If you notice an increase of 3, you are leaking 2 handles between every trackable handle creation. |
| 09-28-2008, 04:15 PM | #3 |
7,962,624...?!? If each one is only 0.1 KB, then that's 700 MB. Of just trackables. That alone will likely cause WC3 to crash, burn and die. I suspect it may be higher than 0.1 KB too. |
| 09-28-2008, 04:40 PM | #4 |
It took warcraft about 50 seconds to create around 10k trackables... so 7 million... Just no |
| 09-28-2008, 05:40 PM | #5 |
I see |
