Timeline for What method could I use to avoid using a lookup table for each item when loading a players inventory?
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 15, 2019 at 14:14 | answer | added | gjh33 | timeline score: 0 | |
| Mar 15, 2019 at 13:49 | vote | accept | JacketPotatoeFan | ||
| Mar 15, 2019 at 13:44 | comment | added | DMGregory♦ | If you have integer IDs paired to ScriptableObject references, that's probably no more than 12 bytes per entry, so under 24 kiB for 2000 of them. Add ~50% overhead if you're using a Dictionary and it would still all fit in L1 cache. That's honestly not enough memory to even worry about in most circumstances — especially if it makes your item serialization simple, robust, and scalable. | |
| Mar 15, 2019 at 13:38 | answer | added | Phil S | timeline score: 2 | |
| Mar 15, 2019 at 13:38 | comment | added | JacketPotatoeFan | @DMGregory Yeah, I was kinda worried about building the table more than the size, I should have been clearer on that. I do wonder what the memory footprint would be though. Should I edit my question to look for a solution to automate it? I assume this would be an editor script of some kind? | |
| Mar 15, 2019 at 13:22 | comment | added | DMGregory♦ | A 2000-entry lookup table really doesn't sound so bad. Modern devices can chew through this no problem. Maybe it's the management side you need help with though? It should be possible to automate building the table of IDs so you don't need to maintain this manually. | |
| Mar 15, 2019 at 13:12 | history | asked | JacketPotatoeFan | CC BY-SA 4.0 |