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
- 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
On Sat, 17 Apr 1999 16:26:38 +0200 (CEST)
Felix A Croes <felix@dworkin.nl> wrote:
> Ben Greear <greear@cyberhighway.net> wrote:
>> 1) Common users can't program in any real language, so why
>> implement one in the game. Surely it would be easier to just
>> write all the code in a 'real' language of your choice and then
>> use readily available compilers to make it into a binary....
> What constitutes a "real" programming language? My guess is that
> you consider internal programming languages too slow and not
> powerful enough.
Technically there is nothing preventing your server from compiling
your softcode down to highly optimised system-level binaries, and
then dynamically linking them into its runtime image via the
standard shared library API's for that plaform.
> Too slow: taking a look at the history of the LPmud server family,
> it is interesting to note that the "speed wars" which spurred much
> of the development of the various servers until two or three years
> ago have all but died out. The reason for this is that with
> current hardware, or even with previous generation hardware, most
> of these muds have all the speed that they'll ever need.
The only server family I'm currently aware of which is (accurately)
criticised with having preformance problems is MOO (and some of its
Tiny-* ancestors). I find that kinda impressive.
> However, those who stand to gain the most from an internal
> programming language are not the commot users -- who may never see
> any code, depending on the type of mud -- but the expert
> programmers, because of the boost in productivity obtained by
> writing in a high-level language.
Competent programmer/users who participate in the game culture will
regularly create features which benefit a disproportionally large
number of users, and define new econmic systems for that game (cf
LambdaMOO). This is a reflaection of the fact that such
programmer/users are able to (re)define new resources and resource
relationships by their programming.
You don't need a whole lot of such characters to do a whole lotta
good to your game. You do have to have some tho.
>> 2) Common users can script, so I definately see the need for
>> simple scripting. 3) I understand that many people strive for a
>> basic interpreter type of shell, which is incredibly flexible,
>> and then use this language to write their game particulars in.
>> However, to me this looks a lot like re-writing the OS.
> Precisely.
I'll silently note that Shades, that venerable game of old, was
precidely this. The game was the command shell for the OS. There
was no exiting the game, or killing the server. The game was the
OS'es command shell...just significantly re-written.
> Of course, there would be no point in redoing the operating system
> as it is.
MUD servers bear a remarkable resemblance to simple OS'es. In fact,
outside of some hardware specifica, is there anything an OS
generally does, or needs to do, that a MUD server doesn't?
--
J C Lawrence Internet: claw@kanga.nu
----------(*) Internet: coder@kanga.nu
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith... - 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