I haven't run into any issues with this yet, but I am concerned I might in the future and want to address this earlier in my project rather than waiting until it becomes a problem.
So, I'm using a seed generator to procedurally generate dungeon rooms. These rooms are connected to one another, but are separate layouts. This mostly works right out of the box, but there is of course the issue of tracking changes made to the seeded rooms, specifically Enemy Health, position, and state.
I've addressed this with a 3D array that records those values for each enemy whenever you leave a room, and then loads them when you enter it. It works great!
But the array is by far the largest I have ever worked with, clocking in at 24,000 cells. Most of these cells are empty (there is an X column for every potential room in a dungeon, with a potential maximum of 96 rooms in a dungeon) and these cells mostly just store integers, though a handful do store small strings.
Do I run the risk of this being too large? If this is too vague, what would be a good rule of thumb regarding array size?
FYI> an Array with 24,000 cells does have an effect on the Game performance.