KhymChanur: In 3.0.0, spells and traps look (datawise) a lot like item types, egos and such, and could very well be cached; if they aren't cahced, the more spells/traps there are, the longer startup will take. So should we do it?
DarkGod: What do you mean caching exactly?
KhymChanur: Storing the data structures in ".raw" files, like ~/.tome/3.0/tome/raw/items/ego.raw?
NeilStevens: If slow startups bother you, modify the code so that saving or dying returns you to the character select screen, instead of exiting.
And I think it's already been planned to cache the compiled (to Lua VM code) versions of the scripts. That's the best we can do for lua anyway.
KhymChanur: Doesn't bother me, it's just that it seems rather inconsistent with the way everything else (items, egos, races, etc) is handled. And I didn't want to go further with the traps and spells if I'd have to later re-code it all to deal with caching the stuff in ".raw" files.
DarkGod: This is actuall possible, compile with the COMPILE_LUA define. It should dump all the lua bytecode when created the first time and use it instead of the reparsing the lua files. As for returning to the start screen, yessss
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