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<H1>[MUD-Dev] Re: DBMS in MU*'s</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: DBMS in MU*'s</LI>
<LI><em>From</em>: Adam Wiggins &lt;<A HREF="mailto:adam#angel,com">adam#angel,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 21 Jul 1998 15:25:45 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Tue, 21 Jul 1998 s001gmu#nova,wright.edu wrote:
&gt; On Mon, 20 Jul 1998, Chris Gray wrote:
&gt; &gt; The game value of allowing
&gt; &gt; that kind of breakage is likely less generally useful (how is it better,
&gt; &gt; for the game, than just ending up with a single "broken axe handle"?)
&gt; 
&gt; I can see where breaking things can be of importance to the game.
&gt; Consider a wall betwixt you and the treasure of masive manlyness. 
&gt; Granted, I might be tempted to call walls a construction of bricks, but
&gt; then, do I really want to model EVERY brick?  I don't think so...  not
&gt; until memory gets to the range of $0.01/GB.  This thread feels like it is
&gt; pulling us back towards a thread quite a while back that JC was prominent
&gt; in, about grouping items, etc.

If I'm thinking of the same thread, the suggestion was to not actually
bother *creating* all those individual objects unless they were needed.
Thus, you have a brick wall which contains 100 identical bricks in a
regular grid.  These bricks aren't seperate objects unless someone smashes
a wrecking ball into it.  Same thing with a pile of coins, or anything
else you want.

Adam




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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: DBMS in MU*'s</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00272" HREF="msg00272.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Mon 20 Jul 1998, 20:37 GMT
<UL>
<LI><strong><A NAME="00312" HREF="msg00312.html">[MUD-Dev] Objects (was Re: DBMS in MU*'s)</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Wed 22 Jul 1998, 18:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00274" HREF="msg00274.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 21 Jul 1998, 01:36 GMT
<UL>
<LI><strong><A NAME="00282" HREF="msg00282.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Tue 21 Jul 1998, 20:26 GMT
<UL>
<LI><strong><A NAME="00289" HREF="msg00289.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Tue 21 Jul 1998, 22:27 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00672" HREF="msg00672.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 12 Aug 1998, 03:48 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00260" HREF="msg00260.html">[MUD-Dev] Re: Scripting Design Notes</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 19 Jul 1998, 20:02 GMT
<UL>
<LI><strong><A NAME="00265" HREF="msg00265.html">[MUD-Dev] Re: Scripting Design Notes</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Mon 20 Jul 1998, 05:06 GMT
</LI>
<LI><strong><A NAME="00270" HREF="msg00270.html">[MUD-Dev] Re: Scripting Design Notes</A></strong>, 
Jo Dillon <a href="mailto:emily#thelonious,new.ox.ac.uk">emily#thelonious,new.ox.ac.uk</a>, Mon 20 Jul 1998, 18:19 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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