New version of MeG – Enemy Lists Are Now Way Faster

My first bigger patch. I have joined skoll to be maintainer of MeG code in addition to being the curator. I have a bit more time in my hands so there might be more features more often. I built first a development environment and then started to look at performance improvements.

MeG Enemy List: Major Speed Improvement

The Enemies page is now significantly faster, especially when browsing thousands of enemy templates.

  • 78% faster loading: Backend processing reduced from 2 seconds to just 0.43 seconds with approximately 4,500 enemies.
  • 99.98% fewer database queries: Reduced from over 9,000 to just 2.
  • Faster favorites (stars): Starred enemies are now identified much more efficiently, eliminating thousands of individual database lookups. Star icons display correctly without slowing down the list.
  • Scales better: Performance remains efficient even with very large enemy collections.
  • Everything still works: Favorites, tags, filtering, and public/private visibility behave as before.

Result: Faster enemy browsing and more efficient handling of starred favorites, without sacrificing functionality.

You will find more on MeG here

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hkokko

Name Hannu Kokko In private life I enjoy roleplaying games, photography and seeing new places and cultures. Retired from working life. In working life While there worked with large scale agile software development and architecture close to my heart and practiced daily. Large scale here is anything involving up to dozens of teams working for the same release. Continuous integration as a cornerstone of making agile development feasible and to help keep the rhythm has been in my focus for quite a bit My latest job before retiring was working as a software development leader, at Elisa as CTO, Smart Energy Solutions. As a secondary occupation a Principal Consultant at Kohilleen Consulting - RD leadership consultancy business. In private life I enjoy roleplaying games, photography and seeing new places and cultures.

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