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<0> I used to tinker with that <1> Gambit-, well it's faster to pull a batch of records than it is to pull several records one at a time. <0> and played the ROM.org server <2> The advantage of the global id though is that an object can fall into multiple catgories, which I think is really powerful. <0> isn't that what keys are for? <1> Gambit-, but i wouldn't break it down into like long_sword_table. more just an item_table or possibly a weapon_table <2> OrngeTide, Yeah, absolutely... having the guid-to-table looking is expensive. <1> personally i prefer just to have objects and then every object in the system is the same at the lowest level so i only have to write my serialization routines once. <0> any of you seen discworld's system? it's insane <2> zid_, what's discworld? <1> Gambit-, well you could just read the whole guid-to-table into RAM has a hash table or something and never ask sql about it again <0> the biggest MUD ever <1> Gambit-, you never read discworld books?! <0> several million rooms <1> yea. discworld mud is m***ive <1> galaxyweb was a huge mud too, but it's gone now.
<0> the parser is insane <0> objects and rooms can export commands <2> Absolutely I've read the books, I just didn't know there was a mud or something for it. <2> ****, pri int, justasec. <3> WeirdMish: know of any interpreted languages that may work like PHP where you can go in and out of code? <1> discworld runs on some m***ive server and it's usually on it's knees gasping for air:) <4> Aren't MUDs lightweight enough in comparison to today's hardware that you can typically read the entire world into RAM anyway? <0> OrngeTide: yep <5> feti_: perl <1> Teckla, ahha. no way <3> weird: since when can perl do that like PHP? :P <0> Teckla: the machine running discworld uses several GB of ram just for keeping it ticking over <1> Teckla, it's not hard to write a mud that uses 500+mb of RAM <1> Teckla, but mostly it's cpu usage that is the problem. <3> like <?code ?>text<?code ?> <1> Teckla, since muds are almost never designed to scale multiprocessor. <4> Ah, well, I consider 500 MB pretty lightweight. <5> feti_: www.masonhq.com/ <1> you would, you java freak:P <0> Gambit-: If you need anyone to help, I will. <2> several million rooms? That's frickin' huge. <0> Gambit-: I'll get you a map of the world <4> There are MUDs these days with millions of rooms?! I had no idea. <5> are those million rooms randomly generated, or what ? <0> no <2> zid_, that'd be a cool url. <5> I mean, who had time to *design* million rooms ? <2> that's a ****load of content <0> they aren't <1> if you want a big mud you just grant a whole bunch of people build access to their own zone. you can end up with 10 people each custom making a dozen rooms a day. you can add 50,000 rooms a year to a mud pretty easily. <0> it's drawn than anything <0> most of the rooms outside down are fairly generic <0> but god damn is it big <4> OrngeTide: 50k/year would require 20 years for 1 million rooms. <2> OrngeTide, so long_sword_table might be too specific, the design is trying to support whatever categories need to be created <1> some muds are hard to build rooms for. especially the role-playing intensive ones. a mud like discworld you have a lot of flexibilty as a designer. it's not hard to invent something that fits in with discworld theme. <0> http://boot.darkmud.co.uk/mysur.gif <-- just the bit around the circle sea <0> each square = 256 rooms <5> use cheap chinese labor to generate 1 mil rooms! <1> Teckla, yea. there are several muds that have been up since the mid-80s <1> Teckla, but for a super huge mud you just have more than 10 people building. <4> Amazing. <1> Gambit-, i like going the other way. only having one category that can do everything. but i'm a big fan of ObjC/smalltalk model:) <0> lemme get a map of AM <6> calc smalltalk <7> Smalltalk: The language God meant people to use! <0> http://maps.gothmudders.com/ankh-mor.gif <0> city map <2> OrngeTide, Yeah, I see the merits of what you're saying for sure. <0> Gambit-: did you see the terrain map ? <4> Reading the scrollback, I agree with OT that making object attributes dynamic is a good idea. <0> few thousand proper rooms in AM alone <2> zid_, yeah, that's pretty wacky <0> BP is another good map (on the counter weight continent) <0> http://maps.gothmudders.com/bsplrgc.gif <1> zid_, i love the map. i wonder what they used to make it. <4> I'm impressed some MUDs are so...big. <5> looks just like map of London underground <0> airk made the city maps, boot made the terrain map, whom i'm friends with <4> I would need to divorce my wife and quit my job to play a MUD this m***ive.
<2> Teckla, well I'm thinking of it more in the other direction, but it's all gut impulse at the moment. <8> MUDs are so amazingly static though... Nothing you do has any effect on the universe <2> zid_, by hand? <1> Teckla, i prefer muds with under 1000 rooms <0> sined is up to over 1 year play time @ Teckla <2> Maloeran, s'true, you can't really burn down the house :) <5> Maloeran: I thought it was Stryst who was dreaming of nuking the Universe, not you ? <0> Maloeran must play the sims all day.. <1> many muds allow you to build things. from just building your house to actually altering the world due to explosions, work that users paid for, etc. <4> Gambit-: A static design would probably offer performance benefits. <0> Gambit-: I lurrrve the way your skills work in discworld <1> a dynamic mud is very easy to implement. and just as fast as a static one. <8> WeirdMish, I prefer playing a game where your actions can have some importance <4> Although I was also under the impression MUDs didn't use much CPU (I'm probably wrong about that too). <2> Teckla, Well part of it is that I'm trying to keep one engine possibly supporting a vast array of archetypes, so I'm not going to hardcode in anything. <1> the purpose of a static one is people get upset if you start pulling the rug out from underneath them <8> Not an universe where no matter what you do, nothing changes <1> it's hard enough to navigate a mud without it changing every day <0> Maloeran: try learning to walk around AM inside a single week <2> zid_, how's that? <8> You are missing the point, zid_ <0> Gambit-: You have your normal stats. strength dex etc <1> RPI muds change socio-political landscapes on an hour-to-hour basis from the actions of small groups. <0> then you have your skills like stealing etc <5> Maloeran: i need to play the revolutionary MUD where your goal is to overthrow existing order <5> s/i/you/ <0> and you can level each skill independantly using your exp <0> but 300 levels of stealing with a crap dexterity stat will acctualy make you pretty poor at it <1> WeirdMish, that would be fun. like a capture-the-flag mud. but instead of a flag you capture wiz access. <0> you have to balance it out <4> RPI? <8> Seriously, what's the point of playing a game if there's nothing you can do that makes any difference? <0> stats * level = bonus pretty much <1> Teckla, role playing intensive. <8> Besides "leveling up". How thrilling! <1> it's like a table top RPG where people actually act in character, all the time. sort of the crowd that goes to an AD&D party and actually dress up. <9> heh <9> I don't get that. <8> I would love a RPG in an entirely simulated dynamic world... AD&D-style, as played with sheets and dices <9> The kids who go to play "Dungeons and Dragons" all dressed up, etc... <9> Maloeran, what's wrong with WoW? <8> I never played, sbahra. Is the world really dynamic? <9> Yes. <0> I'm fine playing Kingdom of Loathing, next best thing to a good MUD or game of nethack :P <4> sbahra: Yet it's considered completely normal to go out every Saturday night and get drunk and be stupid. Go figure. <9> I haven't played it intesively either, I would like to. <8> Can populations grow, spread, large wars occur, cities are razed, and so on? <1> Maloeran, i like neverwinter nights because it actually follows strict AD&D rules and displays your rolls. kind of fun. but it's not dynamic. <9> I probably will starting next semester. <0> neverwinter nights looked hella slow and boring when my friend was plaing it <9> Maloeran, yes. <1> an RPG/MUD with a physics model and dynamically alterable terrain would be nice. and to focus on world-building (like you could hire a carpenter and build a house whereever) <9> Teckla, haha <8> I'm still playing sheets & dices role playing games more than any computer game <1> and if you built your house on some lords land he might come and burn it donw, etc. <1> Maloeran, really? wow. <0> Maloeran: go onn, play nethack instead <1> i haven't play tabletop games in many many years. none of my friends have the time. <5> Maloeran: being a person who doesn't have computer, what else you can do ? <1> nethack is awesome you can dynamically modify that world. <4> A world that's too dynamic would be annoying for many players. <0> yea Teckla <2> It's because your focus is too narrow in a mud <1> Teckla, yea. that's why most worlds are too static for Maloeran. he wants an annoying world. <0> everquest 2 lets you do a sims on your house I think, that's pretty cool <2> you can't quickly scan around and visually process the region around you, you have to read each description. <1> Maloeran, have you ever tried Second Life? you can build anything and do anything on that one <1> it's like a graphical MOO <0> my friend was making money off second life >_< <4> Gambit-: Is your MUD going to be text based? <1> so is my friend (they sell dogs) <0> apparently it's full of rich bastards, and they'll pay for you to model things <2> Teckla, Yeah, though I plan on doing some ncurses stuff to it, even though OrngeTide's warned me about it :) <1> ncurses is utter pain. plus it doesn't work on windows.
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