January 2003
- Crafting Money eric leaf
- Crafting Money Derek Licciardi
- Crafting Money eric
- Crafting Money Derek Licciardi
- Crafting Money Kent Peterson
- EthernalQuest Valerio Santinelli
- EthernalQuest Dubious Advocate
- EthernalQuest Jason Gauthier
- EthernalQuest Frank Crowell
- EthernalQuest Valerio Santinelli
- EthernalQuest Frank Crowell
- EthernalQuest Valerio Santinelli
- EthernalQuest Frank Crowell
- FOVs and rendering tricks to vastly improve immersiveness ceo@grexengine.com
- Brand Loyalty Dr. Cat
- Failure of Emulation was EthernalQuest eric rhea
- Failure of Emulation was EthernalQuest Valerio Santinelli
- Failure of Emulation was EthernalQuest eric rhea
- Treadmills (was Brand Loyalty (was Requirements for MM (wasComplexities of MMOG Servers))) John Szeder
- Massive Corporations and MMORPGs Michael Tresca
- Re : Persistent worlds in NWN (was: Retention without Addiction?) Louis d'Ambra
- Daily Turn-Based System atomly
- Daily Turn-Based System szii@sziisoft.com
- Brand Loyalty (was Requirements for MM (wasComp lexities of MMOG Servers)) Hulbert, Leland
- Casual player socialization & Bertering ceo@grexengine.com
- Casual player socialization & Bertering Ted L. Chen
- Casual player socialization & Bertering ceo@grexengine.com
- there.com susan wu
- Whereabouts of 'Evil MUD Admin' Handbook Jacob Cord
- Whereabouts of 'Evil MUD Admin' Handbook Koster, Raph
- Whereabouts of 'Evil MUD Admin' Handbook Jacob Cord
- Whereabouts of 'Evil MUD Admin' Handbook Michael Tresca
- Whereabouts of 'Evil MUD Admin' Handbook Richard A. Bartle
- Whereabouts of 'Evil MUD Admin' Handbook Koster, Raph
- Whereabouts of 'Evil MUD Admin' Handbook Koster, Raph
- Whereabouts of 'Evil MUD Admin' Handbook Richard A. Bartle
- Whereabouts of 'Evil MUD Admin' Handbook J C Lawrence
- Whereabouts of 'Evil MUD Admin' Handbook Richard A. Bartle
- Whereabouts of 'Evil MUD Admin' Handbook J C Lawrence
- Whereabouts of 'Evil MUD Admin' Handbook Richard A. Bartle
- Treadmills vs. Skill (was Brand Loyalty...) Daniel James
- Treadmills vs. Skill (was Brand Loyalty...) Koster, Raph
- Treadmills vs. Skill (was Brand Loyalty...) Dave Rickey
- Treadmills vs. Skill (was Brand Loyalty...) Damion Schubert
- Treadmills vs. Skill (was Brand Loyalty...) Brian Lindahl
- Treadmills vs. Skill (was Brand Loyalty...) Ted Milker
- Treadmills vs. Skill (was Brand Loyalty...) Matt Mihaly
- Brand Loyalty Dr. Cat
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Damion Schubert
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Michael Tresca
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Dave Rickey
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Rayzam
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Amanda Walker
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Arnau RossellX CastellX
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Michael Tresca
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Damion Schubert
- Working with Franchises (was Star Wars Galaxies: 1 char per server) Ron Gabbard
- There.Com Amy Jo Kim
- There.Com Rayzam
- Brand Loyalty (was Requirements for MM (wasComp lexities of MM Paul Boyle
- Powergaming (was Star Wars Galaxies: 1 character per server) Damion Schubert
- Nick Yee's Daedalus Project Koster, Raph
- Nick Yee's Daedalus Project Sasha Hart
- Nick Yee's Daedalus Project apollyon .
- Nick Yee's Daedalus Project Louis
- Nick Yee's Daedalus Project Dave Rickey
- New Graphical Mud chris johnson
- Chatbots charl7676@yahoo.com
- Brand Loyalty (was Requirements for MM(wasComplexities of MMOG Servers)) Marc Fielding
- Brand Loyalty (was Requirements for MM(wasComplexities of MMOG Servers)) Rayzam
- Treadmills (was Brand Loyalty (was Requirements for MM (wasComplexities of MMOG Servers))) szii@sziisoft.com
- Brand Loyalty (was Requirements for MM (wasComplexities of MMOG Servers)) Sasha Hart
- Brand Loyalty (was Requirements for MM (wasComplexities of MMOG Servers)) Rayzam
- Brand Loyalty (was Requirements for MM (wasComp lexities of MMOG Servers)) Daniel.Harman@barclayscapital.com
- Brand Loyalty (was Requirements for MM(wasComplexities of MMOG Servers)) Sasha Hart
- Demodom (was Brand Loyalty (was...)) Ted L. Chen
- Demodom (was Brand Loyalty (was...)) Russell Lewis
- Demodom (was Brand Loyalty (was...)) Travis Nixon
- Demodom (was Brand Loyalty (was...)) Ted L. Chen
- Demodom (was Brand Loyalty (was...)) Damion Schubert
- Questions for User Surveys Nick Yee
- Questions for User Surveys Ted L. Chen
- Questions for User Surveys Marc Fielding
- Questions for User Surveys Quinn, Keith
- Questions for User Surveys Marc Fielding
- Questions for User Surveys Marc Fielding
- Questions for User Surveys Madrona Tree
- Questions for User Surveys Marc Fielding
- Questions for User Surveys bhoyt47@hotmail.com
- Questions for User Surveys shren
- Questions for User Surveys lynx@lynx.purrsia.com
- Questions for User Surveys shren
- Questions for User Surveys lynx@lynx.purrsia.com
- Questions for User Surveys shren
- Questions for User Surveys Jo Dillon
- Casual Powergamer Ben Hoyt
- Brand Loyalty (was Requirements for MM(wasCompl exities of MMOG Servers)) Sasha Hart
- Brand Loyalty (was Requirements for MM(wasCompl exities of MMOG Servers)) lynx@lynx.purrsia.com
- Treadmills vs. Skill (was Brand Loyalty...) Koster, Raph
- Treadmills vs. Skill (was Brand Loyalty...) Zach Collins {Siege}
- Product Reviews of two MMOG server middleware products ceo@grexengine.com
- EPMG: New acronym on the block Arnau RossellX CastellX
- [MUD-De] Questions for User Surveys Jian Zhang - SISA
- Brand Loyalty (was Requirements for MM (wasComp lexities of MMOG Servers)) Sasha Hart
- NWN gets more MUD-like (again) Freeman, Jeff
- NWN gets more MUD-like (again) shren
- NWN gets more MUD-like (again) Sean Kelly
- NWN gets more MUD-like (again) shren
- NWN gets more MUD-like (again) Sean Kelly
- NWN gets more MUD-like (again) Smith, David {Lynchburg}
- NWN gets more MUD-like (again) Dave Rickey
- NWN gets more MUD-like (again) Sean Kelly
- NWN gets more MUD-like (again) Smith, David {Lynchburg}
- NWN gets more MUD-like (again) Sean Kelly
- NWN gets more MUD-like (again) Hans-Henrik Staerfeldt
- NWN gets more MUD-like (again) Smith, David {Lynchburg}
- NWN gets more MUD-like (again) Rob Bartel
- NWN gets more MUD-like (again) Ted L. Chen
- NWN gets more MUD-like (again) Robert Zubek
- NWN gets more MUD-like (again) Valerio Santinelli
- NWN gets more MUD-like (again) silk@blackdagger.com
- Random? Numbers (was:Brand Loyalty (was Require ments for MM(wasComplexities of MMOG Servers))) Daniel.Harman@barclayscapital.com
- Random? Numbers (was:Brand Loyalty (was Require ments for MM(wasComplexities of MMOG Servers))) Brian Hook
- Random? Numbers (was:Brand Loyalty (was Req uirements for MM(wasComplexities of MMOG Servers))) Freeman, Jeff
- Random? Numbers (was:Brand Loyalty (was Requirements for MM(wasComplexities of MMOG Servers))) Dave Rickey
- Random? Numbers (was:Brand Loyalty (was Require ments for MM(wasComplexities of MMOG Servers))) Lars Duening
- Random? Numbers (was:Brand Loyalty (was Req uire ments for MM(wasComplexities of MMOG Servers))) Daniel.Harman@barclayscapital.com
- Brand Loyalty Rayzam
- Brand Loyalty Sasha Hart
- Brand Loyalty Rayzam
- FW: Star Wars Galaxies: 1 character per server Daniel.Harman@barclayscapital.com
- FW: Star Wars Galaxies: 1 character per server shren
- FW: Star Wars Galaxies: 1 character per server Daniel.Harman@barclayscapital.com
- Brand Loyalty Rayzam
- Moral / legal responsibility of games Sasha Hart
- Moral / legal responsibility of games Koster, Raph
- Moral / legal responsibility of games Sasha Hart
- Moral / legal responsibility of games GARY P WILLIAMS
- Moral / legal responsibility of games Koster, Raph
- Moral / legal responsibility of games Ben Hoyt
- Moral / legal responsibility of games Koster, Raph
- Moral / legal responsibility of games Ben Hoyt
- Moral / legal responsibility of games Amanda Walker
- Moral / legal responsibility of games Chris Holko
- ANSI/VT100/VT102 Emulation Bernard Graham
- ANSI/VT100/VT102 Emulation Jacob Cord
- ANSI/VT100/VT102 Emulation J C Lawrence
- ANSI/VT100/VT102 Emulation Kwon Ekstrom
- Brand Loyalty (was Requirements for MM(wasComplexities of MMOG Servers)) Caliban Tiresias Darklock
- Brand Loyalty (was Requirements for MM(wasCompl exities of MMOG Servers)) Daniel.Harman@barclayscapital.com
- Brand Loyalty (was Requirements for MM(wasComplexities of MMOG Servers)) Caliban Tiresias Darklock
- Spam: Star Wars Galaxies: 1 character per server John Buehler
- Spam: Star Wars Galaxies: 1 character per server Marc Fielding
- Spam: Star Wars Galaxies: 1 character per server John Buehler
- Spam: Star Wars Galaxies: 1 character per server Travis Nixon
- Spam: Star Wars Galaxies: 1 character per serve r Koster, Raph
- Spam: Star Wars Galaxies: 1 character per server Travis Nixon
- Spam: Star Wars Galaxies: 1 character per server Greg Roberts
- Programming Languages and I/O Algorithms Ben Chambers
- Programming Languages and I/O Algorithms Sasha Hart
[Ben Chambers]
> Which language is prefferred for mud design? C/C++ provides speed
> but Java adds a lot of flexibility.
I assume you mainly mean server-side (it seems to me that more
concerns come into play client side), and I don't know what kind of
interface you are looking at.
Look into system resource use. My text game is in C because I plan
on using cheap hosting (for various reasons), because the complexity
of the job is not fantastically great, because I horde cycles for
various reasons.
If I had a nice reliable connection to just sit on, I would just
choose a language which was beautiful to me and which allowed me to
optimize bits in C and do everything in that. This is according to
taste, but I have really liked hammering out little proof of concept
and simulation apps in Python. If I were not greatly concerned with
performance, or if I really hated C (I actually rather like it), I
would use something like that.
Certainly if you get many replies to this I imagine many will argue
that C++ has everything you need. Personally I don't find it more
fun to write Java than C++, even though Java is (arguably) more
rational.
Note that some features like GC can be used as library bolt-ons and
so forth, if that is why you are looking at Java. Sometimes this
means notational sacrifice, though. :) That can be a big deal - this
is your working environment for at least a few hundred hours. If you
really want Java and you have the headroom to do it, why not do it?
> Furthermore how do most muds handle incoming commands in order to
> minimize lag? I was thinking some sort of queue sorted by
> criticality of the type of event, but then you have to pre-process
> all the events and sort the queue which then creates lag in the
> process. What are some common solutions?
I have found that text games deal with lag primarily by design
devices, not technical ones (e.g., client-side prediction). Slowing
down combat, making character semi-autonomous, etc. My favorite
solution has been to make gameplay pervasively predictive - more
like designing a machine to resist transient stresses, and repairing
and improving between stresses, than acutely reacting to one thing
or another. But there are many reasons not to be satisfied with that
and to attempt more technical solutions, among them that you need a
fairly bizarre game model to do it without being completely awkward.
About queues. The abuse of the approach doesn't make it the wrong
approach. Just because piecing through things ahead of time can take
a little overhead doesn't mean it won't save you a ton more later.
I finished making decisions about this stuff a while ago, but there
is a lot of information on the list archives and much more outside
them.
The personal reason I have not gotten into heavy queuing _as an
approach to lag_ is that it complicates the interface greatly, which
I have taken as a great problem highlighted by the fact I'm using
text. In one's own life, one does not typically deal with queuing
outside dealing with certain appliances. So to impose such a task on
a game which presents itself more or less as moving around in a
world is very artificial (to me anyway).
Sasha - Programming Languages and I/O Algorithms Jo Dillon
- Programming Languages and I/O Algorithms Coyote
- Programming Languages and I/O Algorithms Zach Collins {Siege}
- Programming Languages and I/O Algorithms Kwon Ekstrom
- Programming Languages and I/O Algorithms Valerio Santinelli
- Programming Languages and I/O Algorithms Damion Schubert
- Programming Languages and I/O Algorithms Sean Kelly
- Programming Languages and I/O Algorithms Udo SchrXter
- Programming Languages and I/O Algorithms Kwon Ekstrom
- Programming Languages and I/O Algorithms Sasha Hart
- Reply to Caliban Star Wars Galaxies: 1 character per server CaBil@aol.com
- online games as economies, question from German journalist Konrad Lischka
- Working with Franchises Geoff Lane
- Working with Franchises Damion Schubert
- Greetings from Habbo Hotel Sulka Haro
- Greetings from Habbo Hotel F. Randall Farmer
- Greetings from Habbo Hotel Matt Mihaly
- Greetings from Habbo Hotel Vincent Archer
- Greetings from Habbo Hotel Matt Mihaly
- Greetings from Habbo Hotel Richard Aihoshi aka Jonric
- Greetings from Habbo Hotel Hans-Henrik Staerfeldt
- Greetings from Habbo Hotel Steven J. Owens
- Greetings from Habbo Hotel Matt Mihaly
- Greetings from Habbo Hotel Sulka Haro