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<H1>Re: Re[2]: [MUD-Dev] Fw: 16K mud server competition !</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: Re[2]: [MUD-Dev] Fw: 16K mud server competition !</LI>
<LI><em>From</em>: "Nick Shaffner" &lt;<A HREF="mailto:nicks#3drealms,com">nicks#3drealms,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 10 Apr 2000 12:37:36 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Derek Snider Wrote:
&gt;From: "Travis Casey" &lt;efindel#io,com&gt;
&gt;To: &lt;mud-dev#kanga,nu&gt;
&gt;Sent: Tuesday, April 04, 2000 8:51 PM
&gt;Subject: Re[2]: [MUD-Dev] Fw: 16K mud server competition !
&gt;
&gt;
&gt;&gt; Hmm... nothing in the rules specifically prohibits creating your own
&gt;&gt; GP language... :-)
&gt;
&gt;Yeah, but your GP language and the MUD code and data all combined
&gt;would have to fit in 16K ... that's getting pretty tight.
&gt;
&gt;What's the smallest size that anyone's been able to get MUD networking
&gt;code down to? (Written in C or C++)  Does it include buffered input/output?
&gt;Full error checking?   ...just curious...  I feel that the networking code
&gt;is going to take up around 4K of valuable space... unless I'm way off.

4k is the number that I've come up with in my tests as the size for a well
for a well written C/C++ telnet layer, though by crunching identifier names
down to 2 characters, and making clever use of macros, you can compress the
same code to about a 1.3k or so.

                        Nick
--
Nick Shaffner
Programmer: Duke Nukem Forever
3D Realms




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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: Re[2]: [MUD-Dev] Fw: 16K mud server competition !</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00133" HREF="msg00133.html">Re: Re[2]: [MUD-Dev] Fw: 16K mud server competition !</A></strong>, 
Todd McKimmey <a href="mailto:rufus@wombatgames.com">rufus@wombatgames.com</a>, Mon 10 Apr 2000, 22:25 GMT
</LI>
<LI><strong><A NAME="00162" HREF="msg00162.html">Re: [MUD-Dev] Fw: 16K mud server competition !</A></strong>, 
Spin <a href="mailto:spin@fastlink.com.au">spin@fastlink.com.au</a>, Tue 11 Apr 2000, 17:22 GMT
<UL>
<LI><strong><A NAME="00175" HREF="msg00175.html">Re: [MUD-Dev] Fw: 16K mud server competition !</A></strong>, 
Richard Woolcock <a href="mailto:KaVir@dial.pipex.com">KaVir@dial.pipex.com</a>, Tue 11 Apr 2000, 21:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00222" HREF="msg00222.html">Re: Re[2]: [MUD-Dev] Fw: 16K mud server competition !</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs@cbs.dtu.dk">hhs@cbs.dtu.dk</a>, Wed 12 Apr 2000, 14:23 GMT
</LI>
</ul>
<LI><strong><A NAME="00126" HREF="msg00126.html">Re: Re[2]: [MUD-Dev] Fw: 16K mud server competition !</A></strong>, 
Nick Shaffner <a href="mailto:nicks@3drealms.com">nicks@3drealms.com</a>, Mon 10 Apr 2000, 21:45 GMT
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</ul>
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<LI><strong><A NAME="00007" HREF="msg00007.html">[MUD-Dev] Old Topic: Playfulness in 3-D Spaces, done.</A></strong>, 
Rudy Fink <a href="mailto:rudyfink@rice.edu">rudyfink@rice.edu</a>, Sun 02 Apr 2000, 14:54 GMT
<LI><strong><A NAME="00004" HREF="msg00004.html">[MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, 
Eli Stevens <a href="mailto:wickedgrey@wickedgrey.com">wickedgrey@wickedgrey.com</a>, Sun 02 Apr 2000, 06:33 GMT
<UL>
<LI><strong><A NAME="00008" HREF="msg00008.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, 
Ryan P. <a href="mailto:ixiterra@earthlink.net">ixiterra@earthlink.net</a>, Sun 02 Apr 2000, 17:26 GMT
<UL>
<LI><strong><A NAME="00010" HREF="msg00010.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, 
Erik Jarvi <a href="mailto:ejarvi@megsinet.net">ejarvi@megsinet.net</a>, Sun 02 Apr 2000, 21:48 GMT
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</UL>
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</UL></BLOCKQUOTE>

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