I'm building an online IDE for my GameMakers' Dev Network. The IDE will be able to work with both GameMaker project files and my own flavor of GML which adds extra features (ie, incrementers like "y = x++", use of classes, multidimensional arrays, and a few other things I feel GM:HTML5 is missing). The IDE allows you to "live preview" the project through a custom built interpreter and because full games/apps can be created through a web browser vs desktop I need to optimize things as much as possible. The entire project is parsed and stored into a series of arrays.
2) Are arrays any different than ds_* in terms of speed when doing standard read/write (eg, not using ds_* specific functions)? It used to be that ds_* were compiled and was faster at eg sorting, but this is no longer the case.
Currently for every object instance created through my engine there could be a 100 arrays being used. You can't pass arrays around (ie, array1 = array2), but you can pass ds_grid pointers around (grid1=grid2). This means you can store the list of 100+ ds_grids in an array which stores their pointers and reference them that way instead of having a hundred arrays like:
And then creating a script that determines which one your trying to access!
I would like to use ds_grids but if they would be slower to read from then I would have to painfully do it the above way. Also I need to know the cap limit on array indexes, otherwise I'll have to come up with a way to split them if they ever get that big.
Tech questions about arrays
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