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
- 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
[Ola Fosheim:]
>Well, I think the problem is that the more power you get, the more flexible
>or bloated or badly designed code will be written. When programmers wrote
>in assembly code in very limited space, skipping the design faze was not an
>option...
That certainly happens. Up until now (I'm guessing), I think the problems
have mostly been in servers. We're only just getting to the point where
the behaviors coded using in-MUD languages have any algorithms to speak
of. Go examine the world of supercomputing and parallel processing (my
day job is more in that area) - as new power becomes available, new types
of more accurate simulations become possible, and they are more valuable
than the less accurate ones. The chemists, physicists, biologists, etc.
who use the massive computer power always need more for the next step
in their work. It is this kind of demand increase that I'm talking about.
>I don't agree here either. I don't think the problem is in accurately
>simulating economies or ecologies (unless you talk about meta-evolution).
>The trouble is that it isn't fun nor fair from a gamer's point of view.
The goals of a simulation are not the same as the methods of the simulation.
For some goals, the more accurate the simulation is the better the result.
If you design your economy/ecology using some simple rules, then you don't
need a complex simulation for it. However, if you decide that you don't
know a set of rules for it, but that you do know the behaviour of the
individual elements that you want to model, then a full-fledged simulation
may be the only way to go. The issue of whether or not that makes for a
good game is a separate issue. No less important, but still separate.
>200 MIPS/2000 = 10000 instructions per second per mobile. That's a lot! Are
>you slowing down the refreshrate for mobiles which players does not interact
>with? Have you considered updating mobiles of the same class in batches for
>optimal speed? Have you considered using bit-wise calculations? etc..
Your suggestions are noted, but I don't think they are relevant. The
machines I test with interact with each other, with player characters, and
with other simpler machines on an ongoing basis. They fight, they pick
things up and drop them, they move around. They each trigger at about
1-3 second intervals. A machine entering a location can in turn trigger
actions by other machines in that location, and cascades can result. The
total code for them is likely a couple thousand lines of MUD language code.
I'm not at all embarassed by their speed of execution. Oh yes, all of this
is on top of a disk-based database.
>Basically, there is a lot you can do to optimize your system, if you just
>know where to look and have insight into several scientific/programming
>fields from which you can collect ideas. Knowledge transfer is perhaps the
>most effective form of invention?
Noted. Note also, however that discrete event simulation is one of the
most compute intensive areas around, and it is used a lot, in order to
simulate complex systems where no general rules for overall behaviour
are known. Often, the system is such that it is believed that no overall
rules *can* exist, because of the chaotic nature of the system.
--
Don't design inefficiency in - it'll happen in the implementation.
Chris Gray cg@ami-cg.GraySage.Edmonton.AB.CA
http://www.GraySage.Edmonton.AB.CA/cg/ - 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