April 1999
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Per Vognsen
- In-Game Languages Chris Gray
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Matthew D. Fuller
- In-Game Languages Mik Clarke
- In-Game Languages Michael Hohensee
- In-Game Languages Ben Greear
- In-Game Languages Michael Hohensee
- In-Game Languages Mik Clarke
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages David Bennett
- In-Game Languages Richard Woolcock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Andrew Ritchie
- In-Game Languages Matthew D. Fuller
- In-Game Languages adam@treyarch.com
- forward: consistency Ola Fosheim Grøstad
- Confined Gameworld Ling
- Confined Gameworld Caliban Tiresias Darklock
- Confined Gameworld Richard Woolcock
- Confined Gameworld Eli Stevens {KiZurich}
- Confined Gameworld The Wildman
- Confined Gameworld Koster, Raph
- User centered? Ola Fosheim Grøstad
- User centered? Caliban Tiresias Darklock
- User centered? Marc Bowden
- User centered? Adam Wiggins
- User centered? Richard Woolcock
- User centered? Benjamin D. Wiechel
- User centered? Koster, Raph
- target audience Matthew Mihaly
- target audience Caliban Tiresias Darklock
- target audience Marc Bowden
- Fw: Self-organizing worlds (was: Elder Games) Kylotan
- Fw: Self-organizing worlds (was: Elder Games) Matthew Mihaly
- ScryMUD 1.8.11 released. Ben Greear
- Mud driver architecture info B. Scott Boding
- Blending graphics with text u1391470
- Blending graphics with text Laurel Fan
- Blending graphics with text Kylotan
- Blending graphics with text Chris Gray
- Blending graphics with text J C Lawrence
- Blending graphics with text Caliban Tiresias Darklock
- Blending graphics with text Chris Gray
- Blending graphics with text Ola Fosheim Grøstad
- Blending graphics with text Hans-Henrik Staerfeldt
- Blending graphics with text Mik Clarke
- Blending graphics with text u1391470
- Blending graphics with text claw@kanga.nu
- Blending graphics with text Alex Stewart
- Blending graphics with text J C Lawrence
- Virtual machine design Shane King
I'm currently working on a mud design, and what I'm really a little
stuck on is the best way to progress with respect to virtual machine
design. As I see it, there are four basic options I could go with:
1) A java virtual machine, running compiled java (or java-like) code
2) Adapt an existing virtual machine from another mud to my needs
3) Write my own virtual machine, and make it a target for the egcs
compiler, thus allowing it to run byte compiled C/C++ code.
4) Write my own virtual machine, and write my own mud language.
Am I missing any options here?
Anyway, my thinking comes down to this:
The java option has some appeal, I must admit. However, sticking to the
jvm spec is both a plus and minus I guess. At least I have something to
work from, but it's also rather restrictive. On the up side, there's no
need to write a compiler. I know some people were talking about using a
jvm for the devmud vm though, so if they have any thoughts, I'd love to
hear them.
Adapting a virtual machine from another mud seems like the least work,
but I question how well it would work. I'd most likely have to also
adapt the language that those muds use. If I liked the availible
choices at present, I wouldn't want to make something new. So I don't
think this would be a good choice.
The vm that is a target of gcc/g++ is what I'm really thinking about
doing. It would have the advantage of the same code compiling to either
byte code or native code, which appeals to me greatly. And there would
also be nothing stopping me from writing a compiler for some other
language should I decide to do so. In short, this option seems to give
the greatest flexibility for the least amount of work. And knowing that
quake3 (although not a mud) uses a similar approach (with the lcc
compiler I believe), makes me think I'm right. Or am I?
The final option is probably a poor one, since the real problem with it
is (IMO) that people would rather not learn a language that's only
useful on a particular mud. They're more likely to use C/C++ which they
already know, or will be useful to them elsewhere if they learn. Thus
I'm wary of a making something that doesn't offer a "standard"
language, at least as an option (whether that be C/C++/java/whatever).
Any thoughts from people who have been through this? What choice did
you make and why?
--
- Shane King <thandor@ihug.com.au> <ICQ#:2492866>
<http://homepages.ihug.com.au/~thandor/>
"If a machine, a terminator, can learn the value of human life, maybe we
can too." - Sarah Connor, Terminator II: Judgement Day. - Virtual machine design Alex Stewart
- Virtual machine design Jo Dillon
- Virtual machine design Ben Greear
- Virtual machine design Niklas Elmqvist
- Virtual machine design Shane King
- Virtual machine design Ben Greear
- Virtual machine design claw@kanga.nu
- Virtual machine design Alex Stewart
- Virtual machine design Felix A. Croes
- Virtual machine design Eli Stevens {KiZurich}
- Virtual machine design Mik Clarke
- Virtual machine design Schubert, Damion
- Virtual machine design Ben Greear
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Matthew Mihaly
- Virtual machine design Hans-Henrik Staerfeldt
- Virtual machine design claw@kanga.nu
- Virtual machine design Mik Clarke
- Virtual machine design Oliver Jowett
- Virtual machine design Chris Gray
- Virtual machine design claw@kanga.nu
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design claw@kanga.nu
- Virtual machine design Petri Virkkula
- Virtual machine design Ben Greear
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Nathan F Yospe
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Petri Virkkula
- Virtual machine design Jon A. Lambert
- Virtual machine design Koster, Raph
- Virtual machine design Jon A. Lambert
- Virtual machine design Chris Gray
- Rebooting (was: Virtual machine design) Eli Stevens {KiZurich}
- Game design highpoints (was Virtual machine design) claw@kanga.nu
- Sockets Quzah [softhome]
- ScryMUD 1.8.13 snapshot released. Ben Greear
- Interview I did that may interest you Koster, Raph
- Censorship Greg Munt
- Censorship Ben Greear
- Censorship Matthew Mihaly
- Censorship Shawn Halpenny
- Censorship Darren Henderson
- Censorship Quzah [softhome]
- Censorship Hans-Henrik Staerfeldt
- Python B. Scott Boding
- Python Gaffney, Jeremy
- AW: Censorship Hofbauer Heinz
- AW: Censorship Matthew Mihaly
- AW: Censorship Damion Schubert
- Censorship, Virtual v Artificial Worlds, Python Greg Munt
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Dan
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Marian Griffith
- Censorship, Virtual v Artificial Worlds, Python Benjamin D. Wiechel
- Censorship & Its Impact On World Immersion Greg Munt
- Censorship & Its Impact On World Immersion Matthew Mihaly