August 1997
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Koster, Raph
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Richard Woolcock
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features coder@ibm.net
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Brandon Cline
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Koster, Raph
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Adam Wiggins
- New Topic: Butthead features clawrenc@cup.hp.com
- PirateMUD and CSL Niklas Elmqvist
- PirateMUD and CSL Chris Gray
- PirateMUD and CSL Koster, Raph
- PirateMUD and CSL clawrenc@cup.hp.com
- PirateMUD and CSL Jon A. Lambert
- PirateMUD and CSL clawrenc@cup.hp.com
- PirateMUD and CSL clawrenc@cup.hp.com
- Sparse Arrays and co-ordinate based worlds Michael Hohensee
- Sparse Arrays and co-ordinate based worlds Cynbe ru Taren
- Sparse Arrays and co-ordinate based worlds Michael Hohensee
- Sparse Arrays and co-ordinate based worlds Shawn Halpenny
- Sparse Arrays and co-ordinate based worlds clawrenc@cup.hp.com
- Graphic MUDS/perspectives Koster, Raph
- Ultima Online/Generalized AI Koster, Raph
- Reputation, was butthead features Koster, Raph
- Reputation, was butthead features Jeff Kesselman
- Reputation, was butthead features Koster, Kristen
- Reputation, was butthead features Jeff Kesselman
- Reputation, was butthead features Adam Wiggins
- Graphic MUDS/perspectives Jeff Kesselman
- Generalized AI Resend Koster, Raph
- Generalized AI Resend clawrenc@cup.hp.com
- Interview with Richard Bartle clawrenc@cup.hp.com
- Generalized AI last try! Koster, Raph
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Chris Gray
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Jon Leonard
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Jeff Kesselman
- Spellcaster, or Waving Hands Chris Gray
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Cynbe ru Taren
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Richard Woolcock
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Nathan Yospe
- Mud Languages Greg Munt
- MUD languages Chris Gray
- MUD languages clawrenc@cup.hp.com
- Mud Languages Chris Gray
- Mud Languages Nathan Yospe
- Mud Languages Chris Gray
- Mud Languages Greg Munt
- Mud Languages Captain Burrito
- Mud Languages Miroslav Silovic
- Mud Languages Cynbe ru Taren
- Mud Languages Jeff Kesselman
- Mud Languages Chris Gray
- Mud Languages clawrenc@cup.hp.com
- Mud Languages coder@ibm.net
- Mud Languages Jeff Kesselman
- Mud Languages clawrenc@cup.hp.com
- sorry, cut off, was PirateMUD and CSL Koster, Raph
- Introduction Dan Armstrong
- Introduction clawrenc@cup.hp.com
- Introduction John G.
- Introduction clawrenc@cup.hp.com
- Introduction Dan Armstrong
- Introduction clawrenc@cup.hp.com
- Introduction Michael Hohensee
- Mud Languages (Introesque) ##Make Nylander
- Mud Languages (Introesque) ##Make Nylander
- Mud Languages (Introesque) Nathan Yospe
- Quad-trees/Oct-trees Michael Hohensee
- Quad-trees/Oct-trees Dan Armstrong
- node-based 3D coord systems Nathan Yospe
A couple of members have expressed interest in 3D coordinate systems, or
coordinate systems in general, in the last few weeks. The two systems that
follow are both based around what I call "nodes", though their approaches
are significantly different. The first is my concentric/adjacent/connected
system for Physmud++, a hardcoded part of the design that is as much
conceptual as geographical. The second is the rigid grid of my GURU
project, which uses units of fixed size (a cube approx. 10m on a side) and
a (Q-ish)tree based access and compression system. Both address several of
the issues brought up in other posts, and allow for range and lockless
concurency management (though each has limitations - the GURU system has
an event horizon beyond which effects propogate only upon access, or in
the presence of players, thus eliminating things like volcanic effects
being seen for miles with no players present... I may eventually create
daemons capable of generating their own event threads to handle such
things... and the Physmud++ system has to invoke a top-down lock on all
threads lower on the concentricity heirarchy whenever an event ripens in
a non-empty domain (such as a room with a box in it, where the box
happens to have been designed with an active event node of its own).)
In any case, here they are:
Locations and nodes in Physmud++:
The node class has three purposes:
- Contain (and track position of) Physical and Informational objects, and
track boundaries to concentrically and spacially neighboring nodes
- Handle events for the current location level, including thread
management*
- Pass objects to and recieve objects from boundaries**
* "threads" means objects capable of holding an OS thread. Threads in
Physmud++ need not actually contain an OS thread at any particular point
in time, and a single OS thread (process) could be used to service the
entire mud, reducing to the lower limit of totally process managed
threads, or, at the opposite extreme, every thread could encapsulate a
seperate OS thread.
** Boundaries borrow processing incentive from the nodes on either side.
Effectively, each boundary is two objects, one in each node, which share
common variables, but effectively bypass the need for locks on the threads
on either side.
A sample world (I'll do a few types) could look like a Diku/Tiny/LP, with
world, zone/areas, rooms, and for the hell of it, roomlike containers in
some of the rooms.
The world would be a single node, with no adjacent nodes, no concentric
external nodes, and a concentric internal node for each area. The spacial
presence of the world is null, which means nothing will fit directly
within the world. Global events can be executed by the world, but rarely
occur, and alert the admins whenever they do, as they effectively render
the entire mud (sans socket related threads) monothreaded. The world would
have a spacial dimension of null as well, as it requires little else, with
no boundaries to worry about.
Each area would be a single node, with adjacent areas becoming adjacent
nodes (determined by the presence of boundaries, which are effectively
directly linked to the room-to-area boundaries that pass out of the edges
of the area), and with a spacial presence of null. Area wide events are
uncommon, as they effectively render the entire area temporarily single
threaded. Area wide events log their occurances, but, as they include such
things as broad weather conditions, do not immediately notify admins,
unless they are watching that particular event type (see wiznet
descriptions). Areas contain a concentric internal node for each room.
Each room would be a single room, with a spacial presence determined by
the size of the room and adjacent linkage (boundaries) to each neighboring
room, whether there is a door there or not. Local events are queued, and
because the queue is chain-linked (think newsgroup threads), events
relating to a particular content object are moved or destroyed with that
object, and destroyed if multiple dependancies are seperated.
Alternatively, there is the roomless model.
The universe is the outermost node, again. Under that are worlds, which
have a generic form (say, for example, desert or ocean over rock) managed
by the world's node, and using a derived node object of type field (one of
the predefined types)... within that field are spaces that are not part of
the generic form of the world - an outpost or an island, for example -
that are composed of discreet fields, each based on the constitution of
that expance. The island may be formed of jungle, beach, and rock... the
outpost may actually be steel walled rooms (rooms are another predefined
type, thus getting around the ackwardness of creating them in a coord
based system.)
As you can see, a highly flexible system, overall. It gets even better
when the boundaries' ability to pass sensory information seamlessly (or
not so seamlessly, as might be the case for a glass boundary and scents)
between node regions. The predefined physical nature of the universe, and
the fact that, in most cases, telling the system the material and
dimensions of an object are sufficient to generate a passable description
and presence in the game (Something gleams in the distance./An imposing
silver-gray smooth barrier rises from the ground, impedeing your progress/
Your missile detonates against the wall, melting a small portion of it and
leaving a blackened residue against the rest. - all from a simple def of
steel/300x7000x6cm and a placement with correct orientation) make it easy
to construct a believable world, leaving the real work in designing the
parts you _want_ to have a strong impact so that they have a literary
feel, and sufficient flexibility that they remain reasonably well
described even after a good deal of change. (I plan to rate the
persistance of descriptions, and revert to system generated descs as soon
as the persistance limit is overcome, unless contingency descs exist.
Automating this is a long way off, perhaps impossible.)
Discreet database points in GURU:
The GURU (Graphical User Rendered Universe) is not designed either to be
readilly programmed or described (naturally, being graphical) once
released. Instead, it is designed to be the ultimate in effective mass
social modeling, within the context of a completely dynamic and intensely
vast world. (User Rendered refers to the client's purported 3D rendering
capabilities... something that has yet to be completed. We're still
playing with generic tiles, even after three years of work.) The server,
which is my part of the design, uses a massive sort of tree based
database, mostly compressed and with details of the terrain extrapolated
from neighbors by a delta factor (a little more complex than that,
actually, but oh, well.) Parents of a leaf on a tree are cross
polinating... each leaf (room) shares parents with each of its 8(+18)
neighbors. Most rooms not on the ground level never evaluate, and are
therefore never even generated in the first place. There are exceptions. A
room is defined as a space 30m on a side. Internally, everything is
tracked as in a 3D coordinate system.
Now to the trick to management of the whole thing.
Rooms are active only in the viscinity of a player. This means the current
room, the 8 adjacent horizontals, and the 18 others above and below.
That's a cube 90 meters on a side, quite reasonable considering all races
are humanoid. (All players see their own race as human, and all other PC
races as humanoid bestial... they never are informed that there are PCs
that do NOT appear humanoid. This is added to the trick I have described
before about linking two PC/NPC pairs so that the NPCs mirror remotely
located PCs in combat - resulting in a (supposed) NPC fighting as
intelligently as a PC... remember, also, combat is supposedly eventually
going to become totally twitch here, if igt ever makes it to VR. In any
case, what happens is, a thread is assigned to each active PC, provided
that PC is not within the active region of another PC. If two PCs' regions
cross, one of the threads dumps all data and pending events into the other
and dies. If the two PCs drift away (twice as far away as the crossing
region - I create an ameobic fission effect here) the thread spawns a new
thread for the smaller player (or at random) and dumps everything into it.
If something happens that should be visable for a certain range, the
message propogates to the nth parent, and to each thread currently owning
a piece of the db in that range. Thus, effects as follows:
#### #### #### .... .... .... ....
#### #### #### .... .... .... ....
#### #### #### .... .... .... ....
#### #oo# #### .... &&&& &&&& &&&&
#### /][\ #### .... &&&& &&&& &&&&
#### #/\# #### .... &&&& &&&& &&&&
#### #### #### .... &&&& &@@& &&&&
#### #### #### .... &&&& A()A &&&&
#### #### #### .... &&&& &UU& &&&&
.... .... .... .... &&&& &&&& &&&&
.... .... .... .... &&&& &&&& &&&&
.... .... .... .... &&&& &&&& &&&&
--
#### #### #### .... .... .... .... .... ....
#### #### #### .... .... .... .... .... ....
#### #### #### .... .... .... .... .... ....
#### #oo# #### &&&& &&&& &&&& .... .... ....
#### /][\ #### &&&& &&&& &&&& .... .... ....
#### #/\# #### &&&& &&&& &&&& .... .... ....
#### #### #### &&&& &@@& &&&& .... .... ....
#### #### #### &&&& A()A &&&& .... .... ....
#### #### #### &&&& &UU& &&&& .... .... ....
.... .... .... &&&& &&&& &&&& .... .... ....
.... .... .... &&&& &&&& &&&& .... .... ....
.... .... .... &&&& &&&& &&&& .... .... ....
--
.... &&&& &&&& &&&& .... .... .... .... ....
.... &&&& &&&& &&&& .... .... .... .... ....
.... &&&& &&&& &&&& .... .... .... .... ....
.... &&&& &oo& &&&& &&&& &&&& .... .... ....
.... &&&& /][\ &&&& &&&& &&&& .... .... ....
.... &&&& &/\& &&&& &&&& &&&& .... .... ....
.... &&&& &&&& &&&& &@@& &&&& .... .... ....
.... &&&& &&&& &&&& A()A &&&& .... .... ....
.... &&&& &&&& &&&& &UU& &&&& .... .... ....
.... .... .... &&&& &&&& &&&& .... .... ....
.... .... .... &&&& &&&& &&&& .... .... ....
.... .... .... &&&& &&&& &&&& .... .... ....
Seperation results in shapes like
###
#O#
#####
#####
#O#
###
This design is far more PC centric, and assumes a rather limited model of
PC, something the Physmud++ design does not do.
--
"You? We can't take you," said the Dean, glaring at the Librarian.
"You don't know a thing about guerilla warfare." - Reaper Man,
Nathan F. Yospe Registered Looney by Terry Pratchett
yospe@hawaii.edu http://www2.hawaii.edu/~yospe Meow - Signing off... Brandon Van Every
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Matt Chatterley
- The 'Socialiser' problem Chris Gray
- The 'Socialiser' problem Jeff Kesselman
- The 'Socialiser' problem Miroslav Silovic
- The 'Socialiser' problem Martin Keegan
- The 'Socialiser' problem Matt Chatterley
- The 'Socialiser' problem clawrenc@cup.hp.com
- Release out! Chris Gray
- Dots in a name? Martin Keegan
- Dots in a name? Chris Gray
- Dots in a name? Matt Chatterley
- Dots in a name? Martin Keegan
- Dots in a name? Matt Chatterley
- Dots in a name? clawrenc@cup.hp.com
- Languages: "strong" vs "weak" Chris Gray
- porting question Chris Gray
- New to this mailing list Richard Woolcock
- New to this mailing list Chris Gray
- New to this mailing list Matt Chatterley
- New to this mailing list Richard Woolcock
- New to this mailing list Chris Gray
- New to this mailing list Marian Griffith
- New to this mailing list Martin Keegan
- New to this mailing list Caliban Tiresias Darklock
- New to this mailing list Jeff Kesselman
- New to this mailing list Caliban Tiresias Darklock
- New to this mailing list Jon A. Lambert
- New to this mailing list Jeff Kesselman
- New to this mailing list Jon A. Lambert
- NPC Ecologies [was 'New to this mailing list'] Greg Munt
- DemonScape clawrenc@cup.hp.com
- Evolution of The Mud Tree Greg Munt
- OT: Invite Batzing? clawrenc@cup.hp.com
- New Topic: ButtheadS and Jurisprudance Jeff Kesselman
- New Topic: ButtheadS and Jurisprudance clawrenc@cup.hp.com
- New Topic: ButtheadS and Jurisprudance Jeff Kesselman
- New Topic: ButtheadS and Jurisprudance clawrenc@cup.hp.com
- Finding Space Michael Hohensee
- Finding Space Shawn Halpenny
- Finding Space Nathan Yospe
- Finding Space Chris Gray
- Finding Space Ned Lovely
- Finding Space Ned Lovely
- Finding Space Chris Gray
- Finding Space Nathan Yospe
- Finding Space Michael Hohensee
- Finding Space clawrenc@cup.hp.com
- OT: test Odysseus Laertes
- Fuzion - RPG game system Jon Lambert
- Character evolution Richard Woolcock
- Character evolution Dan Shiovitz
- Character evolution Matt Chatterley
- Character evolution Richard Woolcock
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Character evolution Caliban Tiresias Darklock
- Character evolution Richard Woolcock
- Character evolution clawrenc@cup.hp.com
- Character evolution Caliban Tiresias Darklock
- Character evolution clawrenc@cup.hp.com
- Character evolution Matt Chatterley
- Character evolution Caliban Tiresias Darklock
- Character evolution Matt Chatterley
- Character evolution Richard Woolcock
- Character evolution Caliban Tiresias Darklock
- Character evolution Adam Wiggins
- Character evolution Brandon J. Rickman
- Character evolution Marian Griffith
- Character evolution Jeff Kesselman
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution Koster, Raph
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution S001GMU@nova.wright.edu
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Character evolution Jon A. Lambert
- Character evolution Matt Chatterley
- Character evolution Marian Griffith
- Character evolution clawrenc@cup.hp.com
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution Caliban Tiresias Darklock
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Brandon J. Rickman
- Character evolution Richard Woolcock
- Character evolution clawrenc@cup.hp.com
- Character evolution Ola Fosheim Grøstad
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Jon A. Lambert
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- OT: test Jon A. Lambert
- Fuzion Jon A. Lambert
- (subject missing) Maddog Worlds
- Fuzion - Game System Jon A. Lambert
- Fuzion - Game System Frank Crowell
- Fuzion - Game System Jeff Kesselman
- Fuzion - Game System Jeff Kesselman
- Fuzion - Game System Jon A. Lambert
- Fuzion - Game System Jeff Kesselman
- legal mumbo jumbo Jeff Kesselman
- Bladder Control Jeff Kesselman
- Bladder Control Caliban Tiresias Darklock
- Collision Detection Cynbe ru Taren
- Looking for books... Greg Munt
- Looking for books... Jeff Kesselman
- Looking for books... Cynbe ru Taren
- Looking for books... Caliban Tiresias Darklock
- Looking for books... Jeff Kesselman
- Looking for books... Caliban Tiresias Darklock
- Looking for books... Jeff Kesselman
- Looking for books... clawrenc@cup.hp.com
- Looking for books... clawrenc@cup.hp.com
- Looking for books... coder@ibm.net
- Looking for books... Ola Fosheim Grøstad
- Looking for books... coder@ibm.net
- Looking for books... Jon A. Lambert
- Looking for books... clawrenc@cup.hp.com
- Re: Caliban Tiresias Darklock
- Character evolution Jon A. Lambert
- Character evolution Marian Griffith
- Character evolution Nathan Yospe
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution coder@ibm.net
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution coder@ibm.net
- Character evolution Jeff Kesselman
- Character evolution Felix A. Croes
- Character evolution Jeff Kesselman
- Character evolution Marian Griffith
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Chris Gray
- Character evolution Caliban Tiresias Darklock
- Character evolution ##Make Nylander
- Character evolution Brandon J. Rickman
- Character evolution Chris Gray
- Character evolution Nathan Yospe
- Character evolution Jeff Kesselman
- Character evolution Maddy
- Character evolution clawrenc@cup.hp.com
- Character evolution Marian Griffith
- Character evolution Marian Griffith
- Character evolution Matt Chatterley
- Character evolution Ned Lovely
- Character evolution coder@ibm.net
- Character evolution clawrenc@cup.hp.com
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution Chris Gray
- Character evolution coder@ibm.net
- Character evolution coder@ibm.net
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Travis Casey
- Character evolution clawrenc@cup.hp.com
- Character evolution The Eternal City
- Character evolution clawrenc@cup.hp.com
- Character evolution The Eternal City
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Brian Price
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution Nathan Yospe
- Character evolution clawrenc@cup.hp.com
- Character evolution Shawn Halpenny
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Alignment Jon A. Lambert
- Alignment Richard Woolcock
- Alignment Jeff Kesselman
- Alignment Jeff Kesselman
- Alignment Jon A. Lambert
- Alignment Caliban Tiresias Darklock
- Alignment Ling
- Alignment Hans-Henrik Staerfeldt
- Alignment adam@treyarch.com
- Alignment Spin
- DESIGN: R-Trees (fwd) Greg Munt
- DESIGN: R-Trees (fwd) clawrenc@cup.hp.com
- Alignment & Introductions lapsos
- Alignment & Introductions Travis Casey
- Alignment & Introductions Matt Chatterley
- Alignment & Introductions clawrenc@cup.hp.com
- Foods (was Character evolution) Marian Griffith
- Foods (was Character evolution) Matt Chatterley
- Foods (was Character evolution) clawrenc@cup.hp.com
- Foods (was Character evolution) Matt Chatterley
- Comments on MUDs from Shadists clawrenc@cup.hp.com
- Inebriation Jon A. Lambert
- Language design Greg Munt
- Language design Jeff Kesselman
- Language design Chris Gray
- Language design clawrenc@cup.hp.com
- Language design Chris Gray
- {rape] lets drop it Jeff Kesselman
- {rape] lets drop it Alex Oren
- {rape] lets drop it Caliban Tiresias Darklock
- Invitations coder@ibm.net
- Invitations coder@ibm.net
- Poisons (was Foods) Koster, Kristen
- Poisons (was Foods) Travis Casey
- Poisons (was Foods) Matt Chatterley
- Poisons (was Foods) Jon A. Lambert
- META: Attributions and Eudora clawrenc@cup.hp.com
- META: Attributions and Eudora Jon A. Lambert
- Free DB list coder@ibm.net
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Ned Lovely
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Alex Oren
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs coder@ibm.net
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs coder@ibm.net
- New topic: AI and NPCs Jeff Kesselman
- Re: clawrenc@cup.hp.com
- Rape Threads Nathan Yospe
- Rape Threads Jon A. Lambert
- Rape Threads Nathan Yospe
- Rape Threads Robin Carey
- Rape Threads Caliban Tiresias Darklock
- "Social control", was butthead features Koster, Raph
- "Social control", was butthead features Jeff Kesselman
- "Social control", was butthead features clawrenc@cup.hp.com
- "Social control", was butthead features Jeff Kesselman
- Character evolution [off topic] Alex Oren
- (fwd) NEW: multi-user VRML world clawrenc@cup.hp.com
- (fwd) NEW: multi-user VRML world Brandon Gillespie
- (fwd) NEW: multi-user VRML world Caliban Tiresias Darklock
- (fwd) NEW: multi-user VRML world coder@ibm.net
- MUD universe Felix A. Croes
- MUD universe Chris Gray
- MUD universe clawrenc@cup.hp.com
- MUD universe S001GMU@nova.wright.edu
- MUD universe Nathan Yospe
- MUD Universe S001GMU@nova.wright.edu
- MUD Universe Nathan Yospe
- MUD Universe S001GMU@nova.wright.edu
- MUD Universe clawrenc@cup.hp.com
- MUD universe coder@ibm.net
- MUD universe Felix A. Croes
- MUD Universe Caliban Tiresias Darklock
- MUD universe clawrenc@cup.hp.com
- MUD universe Felix A. Croes
- MUD universe Maddy
- MUD universe clawrenc@cup.hp.com
- MUD universe Felix A. Croes
- MUD universe clawrenc@cup.hp.com
- MUD universe clawrenc@cup.hp.com
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for books...) Caliban Tiresias Darklock
- MUD Design Fundamentals (Was: Looking for books...) Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for books...) Chris Gray
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Adam Wiggins
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Adam Wiggins
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Brian Price
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals(Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals(Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals(Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Miroslav Silovic
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- Re: Adam Wiggins
- Re: Marian Griffith
- Users want sexy muds, not rape... (Re:) Ola Fosheim Grøstad
- OT: Mortality coder@ibm.net
- Re:) Adam Wiggins
- Character evolution [off topic] coder@ibm.net
- Character evolution [off topic] Miroslav Silovic
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- Re:) Ola Fosheim Grøstad
- World full of heros Jeff Kesselman
- World full of heros Marian Griffith
- MUD Design Fundamentals (Was: Looking for books. Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for books. Ola Fosheim Grøstad
- OT: Re:) Jon A. Lambert
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Miroslav Silovic
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Shawn Halpenny
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Jon A. Lambert
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Matt Chatterley
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Chris Gray
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Michael Hohensee
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Matt Chatterley
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Maddy
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Adam Wiggins
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Nathan Yospe
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com