<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Object and class heirarchies -- are they really necessary? --> <!--X-From-R13: Yriva Zvggyrwbua <qnevhfNpbaarpg.pbz.nh> --> <!--X-Date: Tue, 28 Mar 2000 16:35:24 -0800 --> <!--X-Message-Id: 20000329001357.290BA41822#koro,off.connect.com.au --> <!--X-Content-Type: text/plain --> <!--X-Reference: Marcel-1.53-0328160951-0b0Ky&5#catling,demon.nl --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Object and class heirarchies -- are they really </title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:darius#connect,com.au"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00772.html">Previous</a> | <a href="msg00774.html">Next</a> ] Thread: [ <a href="msg00754.html">Previous</a> | <a href="msg00777.html">Next</a> ] Index: [ <A HREF="author.html#00773">Author</A> | <A HREF="#00773">Date</A> | <A HREF="thread.html#00773">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Object and class heirarchies -- are they really necessary? </LI> <LI><em>From</em>: Kevin Littlejohn <<A HREF="mailto:darius#connect,com.au">darius#connect,com.au</A>></LI> <LI><em>Date</em>: Wed, 29 Mar 2000 10:13:56 +1000</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> >>> Marian Griffith wrote > On Tue 28 Mar, Kevin Littlejohn wrote: > > I tried to follow this thread, decided that most of it went rather > over my head but there was one thing I wanted to ask about. > > > It is _very_ handy for being able to change the world physics without > > restarts - introduce new concepts (like weight, size, etc) on-line, tinker > > with them, remove them again, without actually disturbing > > players/builders/visitors. > > I do not understand why this would be so important. Why not simply > restart the mud after you made some extensive changes? Every other > mud that I have played had, at some point in time, a test game up, > that was used for new ideas. If they worked out they were incorpo- > rated in the actual game, if not, they were discarded. Seems much > more sensible to me to do things that way. In the development cycle, it saves a lot of time - being able to throw some changes in, get people to comment, tweak them slightly, repeat until happy... without a complete restart cycle. It's nice. Further on that, tho, one of my goals is to have a proper 24x7 game - taking the system down for a restart to introduce a new attribute doesn't fit with that. I'm building the engine so that there's as few "single points of failure" as possible - the database is probably the key one, and that's solvable through application of dollars in the worst case ;) So I guess, for us it's convenience. I like being able to tinker with things without kicking everyone off. I like that if there's a bug in what I'm doing, the worst that'll happen is everyone will get "Something bad happened" messages on everything they do until I tweak the db to set it right. I dislike the idea that something I could do could cause everyone to be unceremoniously dumped from the game and unable to log back in until the engine comes back up. We'll most probably run a seperate test game eventually, when things are stable. But in the first development stages, it's nice to be able to tinker easily. The engine itself is also potentially useful in a lot of non-mud scenarios, most of which I haven't considered - rule of thumb is to stay as flexible as possible, in case someone comes up with a use we haven't considered yet (within reason). KevinL _______________________________________________ MUD-Dev mailing list MUD-Dev#kanga,nu <A HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00777" HREF="msg00777.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong> <ul compact><li><em>From:</em> J C Lawrence <claw#cp,net></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00754" HREF="msg00754.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></STRONG> <UL><LI><EM>From:</EM> Marian Griffith <gryphon#iaehv,nl></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00772.html">Re: [MUD-Dev] Trouble Makers or Regular Citizens</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00774.html">Re: [MUD-Dev] Trouble Makers or Regular Citizens</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00754.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00777.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00773"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00773"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00683" HREF="msg00683.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, Chris Jones <a href="mailto:cjones#v-wave,com">cjones#v-wave,com</a>, Wed 22 Mar 2000, 00:49 GMT </LI> <LI><strong><A NAME="00743" HREF="msg00743.html">Re: [MUD-Dev] Object and class heirarchies -- are they reallynecessary?</A></strong>, Lazarus <a href="mailto:lazarus#ourplace,org">lazarus#ourplace,org</a>, Mon 27 Mar 2000, 21:19 GMT <UL> <LI><strong><A NAME="00748" HREF="msg00748.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Tue 28 Mar 2000, 01:06 GMT <UL> <LI><strong><A NAME="00754" HREF="msg00754.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 28 Mar 2000, 19:36 GMT <UL> <LI><strong><A NAME="00773" HREF="msg00773.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Wed 29 Mar 2000, 00:35 GMT <UL> <LI><strong><A NAME="00777" HREF="msg00777.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Wed 29 Mar 2000, 01:31 GMT <UL> <LI><strong><A NAME="00783" HREF="msg00783.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, Par Winzell <a href="mailto:zell#alyx,com">zell#alyx,com</a>, Wed 29 Mar 2000, 02:48 GMT <UL> <LI><strong><A NAME="00786" HREF="msg00786.html">Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</A></strong>, J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Wed 29 Mar 2000, 04:20 GMT </LI> <LI><strong><A NAME="00791" HREF="msg00791.html">Re: [MUD-Dev] Object and class heirarchies -- are they reallynecessary?</A></strong>, adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Thu 30 Mar 2000, 04:00 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>