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<H1>[MUD-Dev] Re: MUD Design doc (long)</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: MUD Design doc (long)</LI>
<LI><em>From</em>: Chris Gray &lt;<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>&gt;</LI>
<LI><em>Date</em>: Mon, 4 Jan 1999 20:16:09 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[Caliban Tiresias Darklock:]

 &gt;So I was considering creating a
 &gt;general sort of "virtual machine" architecture where each user gets like an
 &gt;8K memory space; the upper 4K forms a data segment (partially pre-populated
 &gt;with information on his surroundings), and he has the lower 4K to write code
 &gt;in some proprietary machine language. This way, I can give the user a LOT of
 &gt;power in terms of the language itself, and maintain some serious state from
 &gt;command to command. (This also creates the idea of being able to infect some
 &gt;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


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<li><strong><A NAME="00043" HREF="msg00043.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>
<ul compact><li><em>From:</em> Caliban Tiresias Darklock &lt;caliban#darklock,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: MUD Design doc (long)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00029" HREF="msg00029.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Emil Eifrem <a href="mailto:emil#prophecy,lu">emil#prophecy,lu</a>, Mon 04 Jan 1999, 01:45 GMT
<UL>
<LI><strong><A NAME="00092" HREF="msg00092.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00030" HREF="msg00030.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 04 Jan 1999, 04:09 GMT
</LI>
<LI><strong><A NAME="00037" HREF="msg00037.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 04 Jan 1999, 19:59 GMT
</LI>
<LI><strong><A NAME="00042" HREF="msg00042.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 05 Jan 1999, 03:15 GMT
<UL>
<LI><strong><A NAME="00043" HREF="msg00043.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 05 Jan 1999, 04:32 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00044" HREF="msg00044.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 05 Jan 1999, 17:54 GMT
</LI>
<LI><strong><A NAME="00090" HREF="msg00090.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT
<UL>
<LI><strong><A NAME="00095" HREF="msg00095.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 08 Jan 1999, 22:15 GMT
</LI>
</UL>
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