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<blockquote data-quote="soulcatcher" data-source="post: 3263206" data-attributes="member: 5940"><p>Yes, the object model is a complete mess. We have been designing a new backend for the app that should resolve most of this. You are right, java isn't the problem, the code is the problem. That being said, PCGen is *way* faster then it was 2 years ago. We have been fixing and polishing the code for some time, and it is certainly paying dividends.</p><p></p><p>Here's the problem with lazy loading - you never know which rules will impact others. The gaming system wasn't designed to be 'loaded' piecemeal, but we don't in general notice, because humans are really good at dealing with this kind of thing. That being said, we are moving towards a somewhat different paradigm - you may still have to load all the rules you want when you make a character, but we are working on a method to allow the character to load *only* the data the character uses. This has a number of benefits, including the future ability to load characters from multiple game modes at the same time.</p><p></p><p>Where we are going has been my aim for some 2 years now, but it took a long time for us as a team to get the code up to a level where we could make this kind of architecture change. It's still not quite there, but its *much* closer.</p><p></p><p>As for UI speed, we are looking at a number of new ideas in that space. We may well dump swing at some point in the future, and use something else a little speedier. Swing is a genuine speed issue. It doesn't have to be, but there are simpler ways to make a gui that performs then swing.</p><p></p><p>Devon Jones</p><p>PCGen BoD</p><p>Architecture Silverback</p></blockquote><p></p>
[QUOTE="soulcatcher, post: 3263206, member: 5940"] Yes, the object model is a complete mess. We have been designing a new backend for the app that should resolve most of this. You are right, java isn't the problem, the code is the problem. That being said, PCGen is *way* faster then it was 2 years ago. We have been fixing and polishing the code for some time, and it is certainly paying dividends. Here's the problem with lazy loading - you never know which rules will impact others. The gaming system wasn't designed to be 'loaded' piecemeal, but we don't in general notice, because humans are really good at dealing with this kind of thing. That being said, we are moving towards a somewhat different paradigm - you may still have to load all the rules you want when you make a character, but we are working on a method to allow the character to load *only* the data the character uses. This has a number of benefits, including the future ability to load characters from multiple game modes at the same time. Where we are going has been my aim for some 2 years now, but it took a long time for us as a team to get the code up to a level where we could make this kind of architecture change. It's still not quite there, but its *much* closer. As for UI speed, we are looking at a number of new ideas in that space. We may well dump swing at some point in the future, and use something else a little speedier. Swing is a genuine speed issue. It doesn't have to be, but there are simpler ways to make a gui that performs then swing. Devon Jones PCGen BoD Architecture Silverback [/QUOTE]
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