September 2003
- [TECH] Server Bottlenecks Jim Purbrick
- [TECH] Server Bottlenecks J C Lawrence
- [TECH] Server Bottlenecks Bruce Mitchener
- [TECH] Server Bottlenecks Jim Purbrick
- [TECH] Server Bottlenecks Bruce Mitchener
- [TECH] Server Bottlenecks J C Lawrence
 
 
- [TECH] Server Bottlenecks Roy Riggs
- [TECH] Server Bottlenecks Daniel.Harman@barclayscapital.com
- [TECH] Server Bottlenecks Jim Purbrick
 
- [TECH] Server Bottlenecks Sean Kelly
- [TECH] Server Bottlenecks Mike Shaver
- [TECH] Server Bottlenecks Eamonn O'Brien
								Maybe this is a dumb question but why do you need all those threads?
 In fact why do people use huge amounts of threads at all for MMO
 games? I always thought that threads had the greatest utility when
 tasks could run in parallel with very little inter task
 interaction. An MMO game is riddled with inter task interaction,
 since presumably every single player can interact with every other
 player, or object in the game at any time. This means you have to
 take huge amounts of care to make sure you do not have threads
 stomping all over each other, corrupting your game state. Other than
 that I would imagine the only place that threads were nescessary
 would be for any blocking tasks (gethostbyname or similar calls)
 that would cause the whole game to lag or if you are going to be
 using multiprocessor servers everywhere. And even then I would
 imagine it would be easier to run 4 servers on a 4 processer
 machine, than to run one huge server (what do MMOs use for servers
 these days anyway?). By multithreading code you end up with a lot of
 messy bugs, especially the non-deterministic sort where you thrash
 memory in one place while accessing it in another, all those threads
 also take up extra memory, and cpu time switching between them. With
 several thousand threads you would need to be careful that you do
 not allocate any large blocks on the stack, if those thread stacks
 grow to even about 64k then you are using over 300 megs of memory
 just for your stacks.
 
 The only bug that multiple threads really protects against is the
 dreaded infinite loop, but if that can happen you will probably be
 in trouble anyway, even one or two threads looping on a processor
 can give it a nasty performance hit. Single threaded designs have
 always struck me as being much cleaner in so many ways, I was just
 wondering why the current standard for MMOs seems to be
 multithreaded, Is there some benefit I am missing? For the record I
 have developed some highly multithreaded stuff (in Java) but it was
 middleware with a very clean Input->DatabaseAccess->Output sort of
 structure, where it was easy to have input threads, which dumped
 objects to a database queue, which dumped results to an output queue
 and so on, because the database access tended to block a lot,
 multiple threads were needed. Presumably any sort of game save, on
 an MMO game works like muds, periodic save, load on enter game, save
 on exit game. So if you really wanted I could see a use for a game
 save thread or whatever (players save tick comes up, move them out
 of the game thread and into a save thread, do the save which may
 take a couple of seconds, then flick em back into the game).
 
 Why do you need 2 threads per player? Your socket code is presumably
 already multithreaded, so a reader/writer thread would seem
 redundant, I am also guessing there is one thread for the player in
 game which means everything needs to be synchronized, with mutexes,
 semaphores etc everywhere. Even using new and delete can become a
 major bottleneck with multiple threads. Every malloc could end up
 blocking until whichever other thread had the memory access
 semaphore gets around to freeing it (though obviously you could work
 around this in various ways).
 
 So the question basically is this, "What is the major advantage of
 highly multithreaded design that I am missing out on?". The mud I am
 developing on at present (Fox MUD) is a merc derivitave, 2 threads,
 one for gethostbyname, everything else in the other thread, and
 while some things are awkward, I cannot believe that having the same
 design in a multithread implementation would be better.
 
 And finally, why are so many people still using fork/exec, look at
 pthreads which are available on linux and do the same only much much
 better, (pthreads or posix threads run in the same memory space, so
 you dont need any shared memory sections etc, they also start/stop
 without the big performance hiccup that fork/exec can have, much
 more like the windows threading model).
 
 Thanks all,
 
 Eamonn
- [TECH] Server Bottlenecks Daniel.Harman@barclayscapital.com
- [TECH] Server Bottlenecks ceo
- [TECH] Server Bottlenecks ceo
 
- [TECH] Server Bottlenecks Lazarus
- [TECH] Server Bottlenecks Jeff Thompson
 
- [Tech] Garbage collection Brian Hook
- [Tech] Garbage collection Lars Duening
- [Tech] Garbage collection Bruce Mitchener
- [Tech] Garbage collection Jay Carlson
 
- TECH: Question about Bartle's new book Christer Enfors
- TECH: Question about Bartle's new book Richard A. Bartle
 
- Generating Cities John Arras
- Load Testing a MUD sszretter@hotmail.com
- Load Testing a MUD Ren Reynolds
- Load Testing a MUD Ben Greear
- Load Testing a MUD Daniel.Harman@barclayscapital.com
 
- Load Testing a MUD Matthew D. Fuller
- Load Testing a MUD Marc Bowden
- Load Testing a MUD Lars Duening
- Load Testing a MUD Marc Bowden
 
 
 
- [DGN] Writing... a mud... erich-herz@uiowa.edu
- [DGN] Writing... a mud... Amanda Walker
 
- [DGN]: Ludicrous scheme. Yaka St.Aise
- [DGN]: Ludicrous scheme. Matt Mihaly
- [DGN]: Ludicrous scheme. Yaka St.Aise
 
- [DGN]: Ludicrous scheme. Michael Chui
- [DGN]: Ludicrous scheme. Amanda Walker
- [DGN]: Ludicrous scheme. Matthew Dobervich
- [DGN]: Ludicrous scheme. Justin Randall
 
- [DGN]: Ludicrous scheme. Yaka St.Aise
- [DGN]: Ludicrous scheme. Chris Duesing
- [DGN]: Ludicrous scheme. Crosbie Fitch
- [DGN]: Ludicrous scheme. Yaka St.Aise
 
 
- [DGN]: Ludicrous scheme. John Buehler
- [DGN]: Ludicrous scheme. Ola Fosheim Grøstad
 
 
- BIZ: Who owns my sword? Corpheous Andrakin
- BIZ: Who owns my sword? Scott Jennings
- BIZ: Who owns my sword? Matthew Dobervich
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Daniel Anderson
- BIZ: Who owns my sword? Mike Shaver
- BIZ: Who owns my sword? Matt Mihaly
 
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Daniel Stahl
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Tamzen Cannoy
- BIZ: Who owns my sword? Mike Shaver
- BIZ: Who owns my sword? ceo
- BIZ: Who owns my sword? Nathan Yospe
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Matt Mihaly
 
 
- BIZ: Who owns my sword? Matt Mihaly
 
- BIZ: Who owns my sword? Linder Support Team
 
 
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Marian Griffith
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Michael Chui
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Paul Schwanz
- BIZ: Who owns my sword? J C Lawrence
 
 
 
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Jeff Cole
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Jeff Cole
- BIZ: Who owns my sword? Crosbie Fitch
 
 
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Marian Griffith
- BIZ: Who owns my sword? Jeff Cole
 
 
- BIZ: Who owns my sword? Michael Chui
- BIZ: Who owns my sword? Crosbie Fitch
 
 
 
 
- BIZ: Who owns my sword? Marian Griffith
 
 
 
 
- BIZ: Who owns my sword? Jeff Cole
- BIZ: Who owns my sword? Crosbie Fitch
 
 
 
 
 
 
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? ceo
 
 
- BIZ: Who owns my sword? ceo
- BIZ: Who owns my sword? Crosbie Fitch
 
 
 
 
 
- BIZ: Who owns my sword? Scott Jennings
 
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Daniel Anderson
- BIZ: Who owns my sword? Scott Jennings
- BIZ: Who owns my sword? ren@aldermangroup.com
- BIZ: Who owns my sword? Dave Rickey
- BIZ: Who owns my sword? Matt Mihaly
 
 
 
- BIZ: Who owns my sword? Baar - Lord of the Seven Suns
- BIZ: Who owns my sword? Michael Chui
- BIZ: Who owns my sword? Ryan S. Dancey
 
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Hans-Henrik Staerfeldt
 
- BIZ: Who owns my sword? John Buehler
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Dave Rickey
- BIZ: Who owns my sword? Ren Reynolds
 
 
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Marian Griffith
 
 
 
 
 
 
- BIZ: Who owns my sword? Chris Mancil
- BIZ: Who owns my sword? Zach Collins {Siege}
 
 
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Crosbie Fitch
 
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Tamzen Cannoy
 
- Why doesn't Lineage count as the most popular MMOG ever? Daniel Anderson
- Why doesn't Lineage count as the most popular MMOG ever? Koster, Raph
- Why doesn't Lineage count as the most popular MMOG ever? Scott Jennings
- Why doesn't Lineage count as the most popular MMOG ever? Martin Bassie
- Why doesn't Lineage count as the most popular MMOG ever? Chris Holko
- Why doesn't Lineage count as the most popular MMOG ever? burra@alum.rpi.edu
- Why doesn't Lineage count as the most popular MMOG ever? Scott Jennings
- Why doesn't Lineage count as the most popular MMOG ever? Daniel Anderson
- Why doesn't Lineage count as the most popular MMOG ever? Matt Mihaly
 
- Why doesn't Lineage count as the most popular MMOG ever? Threshold RPG
 
- Why doesn't Lineage count as the most popular MMOG ever? Jason Smith
 
- MUD-Dev Digest, Vol 4, Issue 5 Jessica Mulligan
- [Tech] Functional languages Brian Hook
- [Tech] Functional languages ceo
- [Tech] Functional languages Brian Hook
- [Tech] Functional languages Kim
- [Tech] Functional languages J C Lawrence
 
 
- [Tech] Functional languages Joshua Judson Rosen
- [Tech] Functional languages sproctor@ccs.neu.edu
 
- SW:G Matt Mihaly
- Grief teaching? (Was: Why doesn't Lineage count asthe most pop burra@alum.rpi.edu
- Grief teaching? (Was: Why doesn't Lineage count as the most popular MMOG ever?) ghovs
- Grief teaching? (Was: Why doesn't Lineage count as the most popular MMOG ever?) Daniel.Harman@barclayscapital.com
 
- R: MUD-Dev Digest, Vol 4, Issue 5 Ghilardi Filippo
- Ghostmode (was: SW:G) Lars Duening
- Ghostmode (was: SW:G) Michael Tresca
- Ghostmode (was: SW:G) Marian Griffith
 
 
- MUD-Dev Digest, Vol 4, Issue 5 Crosbie Fitch
- BIZ: Who holds your cahonas in their hand? (runs your infrastructure...; ) ceo
- ghost mode (was SW:G) Tess Lowe
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Vladimir Cole
- ghost mode (was SW:G) Erik Bethke
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Erik Bethke
 
 
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
 
- ghost mode (was SW:G) Corpheous Andrakin
- ghost mode (was SW:G) Mike Shaver
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
 
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Vladimir Cole
- ghost mode (was SW:G) Lars Duening
- ghost mode (was SW:G) Peter Harkins
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Lars Duening
 
 
- ghost mode (was SW:G) Marian Griffith
 
 
- ghost mode (was SW:G) Scott Moore
 
 
- ghost mode (was SW:G) Justin Coleman
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) David Cooksey
- ghost mode (was SW:G) Marian Griffith
 
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Marian Griffith
 
 
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Corpheous Andrakin
- ghost mode (was SW:G) Amanda Walker
 
- ghost mode (was SW:G) Spot
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
 
- ghost mode (was SW:G) Acius
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) J C Lawrence
 
 
 
 
 
- ghost mode (was SW:G) Mike Shaver
- ghost mode (was SW:G) Smith, David {Lynchburg}
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
 
- ghost mode (was SW:G) Eli Stevens
- ghost mode (was SW:G) Rayzam
 
 
- ghost mode (was SW:G) John Buehler
 
- ghost mode (was SW:G) Vladimir Cole
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Mike Shaver
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
 
 
 
- [DGN]: Ludicrous speed. Chris Duesing
- [DGN]: Ludicrous speed. Michael Chui
- [DGN]: Ludicrous speed. Yaka St.Aise
- [DGN]: Ludicrous speed. Michael Chui
 
 
- [DGN]: Ludicrous speed. Yaka St.Aise
 
- ghost mode (was SW:G) Xyrrus
- Ghost Mode Pat Ditterline
- Player malleable worlds (was Expected value and standard deviation) Crosbie Fitch
- Player malleable worlds (was Expected value and sta ndard deviation) Daniel.Harman@barclayscapital.com
- Player malleable worlds (was Expected value and standard deviation) John Buehler
- Player malleable worlds (was Expected value and sta ndard deviation) Katie Lukas
- Player malleable worlds (was Expected value and sta ndard deviation) Paul Schwanz
- Player malleable worlds (was Expected value and sta ndard deviation) Amanda Walker
- Player malleable worlds (was Expected value and standard deviation) Crosbie Fitch
- Player malleable worlds (was Expected value and sta ndard deviation) Matt Mihaly
- Player malleable worlds (was Expected value and standard deviation) Kerry Fraser-Robinson
- Player malleable worlds (was Expected value and sta ndard deviation) Daniel.Harman@barclayscapital.com
 
- Player malleable worlds (was Expected value and standard deviation) Torgny Bjers
- Player malleable worlds (was expected value and standard deviation) Chanur Silvarian
- Player malleable worlds (was expected value and standard deviation) Corpheous Andrakin
- Player malleable worlds (was expected value and sta ndard deviation) Daniel.Harman@barclayscapital.com
 
- Player malleable worlds (was Expected value and sta ndard deviation) Sean Kelly
 
- Player malleable worlds (was Expected value andstandard deviation) Richard
 
- ghost mode Tess Lowe
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Mike Shaver
- ghost mode Daniel.Harman@barclayscapital.com
 
- ghost mode Amanda Walker
- ghost mode Vincent Archer
 
- ghost mode Tess Lowe
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Amanda Walker
- ghost mode Corey Crawford
- ghost mode Amanda Walker
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode ceo
- ghost mode Rayzam
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Rayzam
 
 
 
 
 
 
- ghost mode Tess Lowe
- ghost mode David Cooksey
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Tess Lowe
- ghost mode Amanda Walker
 
- ghost mode Amanda Walker
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Amanda Walker
- ghost mode Matt Mihaly
 
 
 
 
 
 
- ghost mode Marian Griffith
 
 
 
- ghost mode Tess Lowe
- ghost mode Richard
 
- Seamlessly Distributed Online Environments Draymoor {Philip Loguinov}
- Seamlessly Distributed Online Environments Bo Zimmerman
- Seamlessly Distributed Online Environments Frank Crowell
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments Paolo Piselli
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments Crosbie Fitch
 
- Seamlessly Distributed Online Environments ceo
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments Pat Ditterline
 
- Seamlessly Distributed Online Environments Brent P. Newhall
 
 
 
 
 
 
 
 
- Seamlessly Distributed Online Environments Hans-Henrik Staerfeldt
- Seamlessly Distributed Online Environments Roy Riggs
- Seamlessly Distributed Online Environments Sean Kelly
 
- Rewarding Beta Testers (There's Pricing Deal) Vladimir Cole
- Rewarding Beta Testers (There's Pricing Deal) Amanda Walker
- Rewarding Beta Testers (There's Pricing Deal) Derek Licciardi
- Rewarding Beta Testers (There's Pricing Deal) Amanda Walker
 
 
- Rewarding Beta Testers (There's Pricing Deal) Samurai Cat @ Catacombs
- Rewarding Beta Testers (There's Pricing Deal) David Loving
- Rewarding Beta Testers (There's Pricing Deal) Samurai Cat! @ Catacombs
- Rewarding Beta Testers (There's Pricing Deal) Daniel.Harman@barclayscapital.com
- Rewarding Beta Testers (There's Pricing Deal) Walton, Gordon
 
 
- Rewarding Beta Testers (There's Pricing Deal) David Kennerly
- Rewarding Beta Testers (There's Pricing Deal) Daniel.Harman@barclayscapital.com
 
 
 
- variable difficulty levels (was: ghost mode) Corey Crawford
- variable difficulty levels (was: ghost mode) David Snyder
- variable difficulty levels (was: ghost mode) Daniel.Harman@barclayscapital.com
 
- variable difficulty levels (was: ghost mode) Michael Tresca
 
- ghost mode Amanda Walker
- Player malleable worlds (was Expected value andstandard deviation) Ren Reynolds
- R: BIZ: Who owns my sword? Ghilardi Filippo
- DGN: Why give the players all the numbers? Chanur Silvarian
- DGN: Why give the players all the numbers? Joshua Uyehara
- DGN: Why give the players all the numbers? Lars Duening
- DGN: Why give the players all the numbers? Rayzam
- DGN: Why give the players all the numbers? Brian Hook
- DGN: Why give the players all the numbers? J C Lawrence
- DGN: Why give the players all the numbers? Matt Mihaly
- DGN: Why give the players all the numbers? Zach Collins {Siege}
- DGN: Why give the players all the numbers? Matt Mihaly
- DGN: Why give the players all the numbers? Daniel.Harman@barclayscapital.com
- DGN: Why give the players all the numbers? Matt Mihaly
- DGN: Why give the players all the numbers? Sheela Caur'Lir
- DGN: Why give the players all the numbers? Lee Sheldon
- DGN: Why give the players all the numbers? David Cooksey
- DGN: Why give the players all the numbers? Lee Sheldon
- DGN: Why give the players all the numbers? Daniel.Harman@barclayscapital.com
 
 
- DGN: Why give the players all the numbers? Rayzam
 
- DGN: Why give the players all the numbers? Kwon J. Ekstrom
 
 
 
 
 
- DGN: Why give the players all the numbers? Ben Chambers
- DGN: Why give the players all the numbers? Russ Whiteman
- DGN: Why give the players all the numbers? Ben Chambers
- DGN: Why give the players all the numbers? Russ Whiteman
 
 
 
 
- DGN: Why give the players all the numbers? Daniel.Harman@barclayscapital.com
- DGN: Why give the players all the numbers? Amanda Walker
- DGN: Why give the players all the numbers? Derek Licciardi
- DGN: Why give the players all the numbers? Chanur Silvarian
- DGN: Why give the players all the numbers? Mike Shaver
- DGN: Why give the players all the numbers? Sheela Caur'Lir
 
- DGN: Why give the players all the numbers? Amanda Walker
- DGN: Why give the players all the numbers? Chanur Silvarian
 
 
- ghost mode (was SW:G) Crosbie Fitch
- ghost mode (was SW:G) Michael Tresca
 
- play styles and difficulty settings ceo
- BIZ: Markee Dragon katie@stickydata.com
- BIZ: Markee Dragon Mike Shaver
- BIZ: Markee Dragon Frank Crowell
- BIZ: Markee Dragon Frank Crowell
 
- BIZ: Markee Dragon Derek Licciardi
 
 
- Meta-games (not META list ;)) ceo
- Meta-games (not META list ;)) Crosbie Fitch
- Meta-games (not META list ;)) ceo
- Meta-games (not META list ;)) Mark Cheverton
- Meta-games (not META list ;)) Michael Sellers
- Meta-games (not META list ;)) ceo@grexengine.com
 
 
- Meta-games (not META list ;)) ceo
 
 
- [DGN]: Ludicrous speed. Yaka St.Aise
- variable difficulty levels Matt Mihaly
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Freeman, Jeff
 
- Terra Nova, virtual world blog Castronova, Edward
- R: Rewarding Beta Testers (There's Pricing Deal) Ghilardi Filippo
- ghost mode Amanda Walker
- [list] DGN: Why give the players all the numbers? Scion Altera
- [list] DGN: Why give the players all thenumbers? Rayzam
- [list] DGN: Why give the players all the numbers? Marian Griffith
- [list] DGN: Why give the players all thenumbers? John Buehler
 
 
- ghost mode ceo
- Class hierarchies for objects Brian Hook
- Class hierarchies for objects Bo Zimmerman
 
- A Theory of Fun Paul Schwanz
- The State of Play: On the Second Life Tax Revolt J C Lawrence
- The State of Play: On the Second Life Tax Revolt F. Randall Farmer
 
- Hidden Character Attribs Spot
- Hidden Character Attribs Owen Matt
- Hidden Character Attribs Sheela Caur'Lir
- Hidden Character Attribs J C Lawrence
 
 
- size Matt Mihaly
- size Daniel.Harman@barclayscapital.com
- size Amanda Walker
- size Matt Mihaly
 
- size Sheela Caur'Lir
- size Sheela Caur'Lir
 
- A world without charity Eamonn O'Brien
- A world without charity Corpheous Andrakin
- A world without charity Eamonn O'Brien
- A world without charity Marian Griffith
 
 
- A world without charity Matt Mihaly
- A world without charity Mike
- A world without charity Eamonn O'Brien
 
- A world without charity Castronova, Edward
- A world without charity Erik Bethke
- A world without charity gbtmud
 
- A world without charity Dave Rickey
- A world without charity ceo@grexengine.com
- A world without charity Samurai Cat @ Catacombs
 
- A world without charity Crosbie Fitch
- A world without charity Ola Fosheim Grøstad
- A world without charity Jeff Crane
 
 
- A world without charity eric
- A world without charity David Cooksey
- A world without charity Eli Stevens
- A world without charity Michael Tresca
- A world without charity Ola Fosheim Grøstad
 
 
- A world without charity (was Discussion of MUD system design, development, and implementation) Chanur Silvarian
- In Norrath, Tattoine and Rubi-ka, Just What Are Your Legal Rights? Vladimir Cole
- C# as MUD Language, Linux as platform =?koi8-r?Q?=22?=Andrew Batyuck=?koi8-r?Q?=22=20?=< javaman@mail.ru>
- MUD-Dev Digest, Vol 4, Issue 30 Chanur Silvarian
- The Automated Online Role-Player Michael Tresca