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Level design basics, part 9

 Memory

A level can take 100 mega bytes of random access memory which is taken
on each load. Play a match 20 times, you will have 2 giga bytes of memory
taken. So it is important to separate level files into 10 data base segments.

A navy level would be hard to make as it involves loading ships on the start
base. Saving memory is an important method when it comes to designing a
level. Design is important. That's what after all level design is all about. And

memory plays an important key role.

Database 1 "arena.lvl"
generic memory
RAM stack
geo

Memory design:

seal animal

This script code prevents the client user from reading confidential united
states army information used in the game. Made them a lot of troubles while
designing Doom 3. Memory is an important part of human brain; and also

of a personal computer. 90% of the human brain's memory has to be used
all the time. And under standing computer memory enchances human memory
and under standing level game design. Zero is a complicated number. It's hard

to understand, but is used for numero logy in designing computer memory.
And computer memory applications. Data base is a very large set of files that
take tons of memory. Seals are in the united states army, that's why the source

code can be applied when making navy goal levels. Generic memory uses c++
made memory templates from the standard template library. Random access
memory stack applies geo graphy methods that can be used to generate memory

nodes.

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