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<H1>Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?</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>: Re: [MUD-Dev] Object and class heirarchies -- are they really necessary? </LI>
<LI><em>From</em>: Kevin Littlejohn &lt;<A HREF="mailto:darius#connect,com.au">darius#connect,com.au</A>&gt;</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>
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<PRE>

&gt;&gt;&gt; Marian Griffith wrote
&gt; On Tue 28 Mar, Kevin Littlejohn wrote:
&gt; 
&gt; I tried to follow this thread, decided that most of it went rather
&gt; over my head but there was one thing I wanted to ask about.
&gt; 
&gt; &gt; It is _very_ handy for being able to change the world physics without
&gt; &gt; restarts - introduce new concepts (like weight, size, etc) on-line, tinker
&gt; &gt; with them, remove them again, without actually disturbing
&gt; &gt; players/builders/visitors.
&gt; 
&gt; I do not understand why this would be so important. Why not simply
&gt; restart the mud after you made some extensive changes? Every other
&gt; mud that I have played had, at some point in time, a test game up,
&gt; that was used for new ideas. If they worked out they were incorpo-
&gt; rated in the actual game, if not, they were discarded.  Seems much
&gt; 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



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<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 &lt;claw#cp,net&gt;</li></ul>
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<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 &lt;gryphon#iaehv,nl&gt;</LI></UL></LI>
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<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
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