January 2009
- [Design] on the game mechanics of open questing Siege)
- RANT: The Future of Quests Mike Rozak
- RANT: The Future of Quests Amanda Walker
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] Amanda Walker
- Players are shallow [was: The Future of Quests] Mike Sellers
- Players are shallow [was: The Future of Quests] John Buehler
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] John Buehler
- Wikia MUD project Raph Koster
- Wikia MUD project Nabil Maynard
- Wikia MUD project Raph Koster
- Wikia MUD project Peter Harkins
- Players are shallow [was: The Future of Quests] Mike Oxford
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] Damion Schubert
- Players are shallow [was: The Future of Quests] Threshold
- Players are shallow [was: The Future of Quests] John Buehler
- Players are shallow [was: The Future of Quests] Mike Sellers
- RANT: The Future of Quests Mike Sellers
- RANT: The Future of Quests Damion Schubert
- RANT: The Future of Quests Mike Rozak
- [DESIGN] How big is enough? Ian Hess
- [DESIGN] How big is enough? Mike Rozak
- [DESIGN] How big is enough? Mike Oxford
- [DESIGN] How big is enough? Vincent Archer
- [DESIGN] How big is enough? szii@sziisoft.com
- [DESIGN] How big is enough? Siege)
- [DESIGN] How big is enough? Threshold
- [DESIGN] How big is enough? David Johansson
- [DESIGN] How big is enough? Roger DuranĚona Vargas
- Persisting a MUD state with plain binary serialization Tiago
- Persisting a MUD state with plain binary serialization Jon Mayo
- Persisting a MUD state with plain binary serialization Jeffrey Kesselman
- Persisting a MUD state with plain binary serialization Chris White
- Persisting a MUD state with plain binary serialization Mike Oxford
- Persisting a MUD state with plain binary serialization Tiago
- Persisting a MUD state with plain binary serialization Jeffrey Kesselman
On Thu, Feb 5, 2009 at 11:01 AM, Tiago <tiago.matias@gmail.com> wrote:
>> Tiago wrote:
>>
>> Not sure what you mean by "binary serialization." Just copying out of
>> memory won't work as I'm sure you're aware.
>>
>
>
> Well, by binary serialization, I was in fact refering to a facility
> whithin.NET apps that simplify dumping an entire object graph do disk.
> My biggestinterest in this was just the simplicity it offers. Just
> callSerialize(World, filestream) and it's done.
>
> Problem is, like you might imagine, it's all or nothing. Anything
> besidesthat very easily becomes a pain to implement. Another problem is
> theversioning and upgrades (like you said). It effectively renders
> datamigrations almost impossible.
>
> I'm considering manually serializing to XML some big game blocks like,
> themap, the players, the mob's and the positions of these things in the
> world.Then it would just be a matter of fixing the references as these
> things aredeserialized back from the disk into memory
>
> The generated XML would obviously be human readable and writable and
> wouldmake upgrading possible.
>
> Disadvantes: A lot more to code when what I would really want to be
> doingwas programming MOB behaviour...
If you dont want to use a pre-built solution, have considered using a
real RDBMS like mysql?
Not that hard to use really (at least from Java thanks to JDBC) and very
very flexible. - Persisting a MUD state with plain binary serialization Mike Oxford
- Persisting a MUD state with plain binary serialization Tiago.matias@gmail.com
- Persisting a MUD state with plain binary serialization Jeffrey Kesselman
- [DESIGN] Clojure? Matt Cruikshank
- [DESIGN] Clojure? Richard Tew
- [DESIGN] Clojure? Matt Cruikshank