On 5 March 2014 00:16, Timothy Groves <[email protected]> wrote:

> [...]
> But in the meantime, can anyone suggest a better solution?
> [...]
>


I reckon it's worth giving TW a go, but I suspect you should consider a
different approach to your current "make all the things" strategy.

In an entire game world played in for years, there's still NO WAY your
players are going to encounter every one of the millions of people you're
generating.  Even at a dozen NPCs per game session, and a game session
every day, in ten years that less than 50k NPCs encountered -- a fraction
of your 150 million things generated.

I suspect it will be easier to write a browsing tool (maybe in TW or
whatever), generate the first few layers (world - nation - county or
whatever) and then stop.  When you browse down to a county level, that's
when you check your data dir for towns in that county, and generate them if
they're not there.  In theory your data dir could grow to a qwazillion
files, but in real world usage you'd be fine with one file per thing.

It's basically how procedural games like minecraft work -- in theory the
minecraft world is much bigger than the earth, but you can explore all you
want and your world will still fit on your hard drive :)

All this only applies if you aren't then expecting to do person-level
simulations inside your world..


And just out of curiosity, what language is your generator using?  Are you
feeding it config files (like lists of names, or acceptable syllables for
names, or something?



-- 
Daniel Baird
retro objoke: Chuck Norris had a problem so he decided to use regular
expressions. Now, every problem in the world is solved.

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