SimPE 0.64 installer released 24th Dec 2007
dizzy:
Quote from: Inge on 2007 December 13, 22:06:34
I recommend that for Sims 3 (if it's possible to mod it at all) we go for the model of several smaller simpler tools for specific jobs. It's more likely that way that people will write overlapping "rivals" so we won't be so vulnerable to the eggs in one basket syndrome.
Let's not have another GUID database next time, either. That was frankly a REALLY stupid idea. Whatever we do, it needs to be a lot more scalable.
J. M. Pescado:
I don't see anything inherently WRONG with the GUID database, but the alternatives would either inefficient allocate GUIDspace or simply not have a GUID database at all. However, there *ARE* about 4 billion available GUIDs in GUIDspace, so the odds of collision would be rather low even if GUIDs were randomly allocated. However, it is clear from what is going on at SimPE that the GUID database has been hijacked by paysite interests and can therefore no longer be relied upon. Clearly, Quaxi has failed us. You must not! SimPE is dead. Long live IngePE!
dizzy:
The mere fact that it *can* be hijacked (or someone could spill beer on the server) proves that it's inherently wrong. That gives a single choke point of failure, which is always a VBT. He who can destroy a thing controls a thing, etc.
Inefficient allocations are the fault of EA for not providing enough bits, and this once again goes back to the limitations of their shitty Simantics (which only provides 32 bits for a GUID). If their programmers working on TS3 have an ounce of common sense, they will more likely be using 128 or 256 bit GUIDs.
J. M. Pescado:
Actually, Simantics is not what limits GUIDs. Simantics is a 16-bit language, so they're already using two words for GUIDs. There is no reason why they could not use 4 or 8. In fact, there is no reason why they should *NEED* to use 4 or 8. There are *4 BILLION* possible GUIDs. Any reasonable person would believe this to be enough. Increasing the number of GUIDs would merely create a bigger sink for the inefficiency of wasteful allocations. The fact of the matter is, even with randomly allocated GUIDs chosen out of the asses of someone creating an object, you would need about 60K objects in your game before a collision would likely occur. At 60000 objects in your game, each consuming an average of 640K of space per GUID, you would need 3.75 GBs of RAM to load all of the objects, which exceeds the legal maximum RAM usage for a single program under XP32. Therefore, your game would fail to load anyway, rendering the collision issue moot.
dizzy:
There is really no efficiency issue with the size of GUIDs. You can make them 128000 bits if you wanted without any performance penalty (with proper tables and separate hashing).
Given that The Sims sells in the millions and each customer is a potential creator, it's obvious that you need at least a 64-bit GUID. However, the smaller the GUID, the greater the likelihood of GUID collisions.
The real problem isn't how many GUIDs could be used on one computer, but how many unique GUIDs the entire world could use. Any collision anywhere (among published objects) would still conflict if you use those two or more colliding objects with the same GUID.
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