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Re: [MUD-Dev] Re: Dynamic muds
On Fri, 24 Sep 1999 05:28:54 -0700 (PDT), Katrina McClelan wrote:
))A typical diku mud merges like items as it is, which is
))more CPU intensive, either in pre-sorting or in run time sorting than it
))would be to splice text. It's an ugly algorithm to implement in code, but
))that has nothing to do with its run time performance.
))
))-Katrina
I've seen our friend at The Eternal City implement this the
other way around (and was fascinated by it) -- that is, there
are group objects. You can look for things in this group. At
the time someone does that, one particular example of a member
of that group is created. Until then, the group objects are
all that exist. And eventually, the individual instantiations
are subsumed into the group, if possible.
I have a few ideas to extend this, but that's the core idea.
Anybody else doing this, or have thoughts about this?
I
--
Ilya, Game Commandos http://www.gamecommandos.com
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- Re: [MUD-Dev] Re: Dynamic muds, (continued)
- Re: [MUD-Dev] Re: Dynamic muds,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 21 Sep 1999, 23:58 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Emil Eifrém emil#windh,com, Thu 23 Sep 1999, 21:05 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Ilya, Game Commandos Ilya#gamecommandos,com, Fri 24 Sep 1999, 00:39 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
David Bennett ddt#discworld,imaginary.com, Fri 24 Sep 1999, 03:21 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Christopher Allen - GM Fangs GMFangs#ASMRB,ORG, Fri 24 Sep 1999, 03:22 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Spin spin#triode,net.au, Fri 24 Sep 1999, 03:54 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Chris Turner christ#rd,bbc.co.uk, Mon 27 Sep 1999, 16:59 GMT
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