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[MUD-Dev] Re: MUD Design doc (long)
[Caliban Tiresias Darklock:]
>So I was considering creating a
>general sort of "virtual machine" architecture where each user gets like an
>8K memory space; the upper 4K forms a data segment (partially pre-populated
>with information on his surroundings), and he has the lower 4K to write code
>in some proprietary machine language. This way, I can give the user a LOT of
>power in terms of the language itself, and maintain some serious state from
>command to command. (This also creates the idea of being able to infect some
>other player's macro computer with a virus or trojan somehow.)
Sounds like CoreWars meets MUD!
I've had something vaguely like that on a way-back burner for a few years.
I was aiming at a much higher level, however - essentially the level at
which my current system has parse trees for execution. I doubt it'll ever
get implemented, however - too many other things are needed first! Your
audience might be a bit restricted - those who are into both MUDs and
CoreWars type things!
--
Don't design inefficiency in - it'll happen in the implementation. - me
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- [MUD-Dev] Re: MUD Design doc (long), (continued)
- [MUD-Dev] Re: MUD Design doc (long),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 04 Jan 1999, 04:09 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Caliban Tiresias Darklock caliban#darklock,com, Mon 04 Jan 1999, 19:59 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 05 Jan 1999, 03:15 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Koster, Raph rkoster#origin,ea.com, Tue 05 Jan 1999, 17:54 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Mik Clarke mikclrk#ibm,net, Fri 08 Jan 1999, 20:16 GMT
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