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22433: Re: [MUD-Dev] [TECH] Event Queue System

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From: Lars Duening <lars@bearnip.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 20 Feb 2002 08:15:11 -0700
References: [1] [2] [3] <-newest
Organization: Kanga.Nu
Phillip Lenhardt wrote on Sunday, February 17 2002, 01:36:03:
> On Fri, Feb 15, 2002 at 02:50:38AM -0800, J C Lawrence wrote:

>>   5) Maintaining a sorted list of predictively scheduled
>>   processes that involve objects which are likely to be visible
>>   to or affect the current player base (in their current
>>   positions/activities).  As the players move about and act in
>>   the world nodes are removed from the set as they pass out of
>>   range/notice and new nodes are added as additional active
>>   systems come into the range of awareness of the players.  Items
>>   are popped off the list and executed as applicable.  This
>>   effectively surrounds each player with a nimbus of "active
>>   objects" with the rest of the world lieing fallow until they
>>   are activated by a player coming into range.  For items which
>>   require the apparency of extensed state change operations (eg a
>>   lake draining thru a smashed dam), while out of player range
>>   nothing is done, upon a player coming into range the then
>>   current state of the lake etc is inferentially computed and
>>   scheduled processes are inserted from there to render the
>>   apparency of the lake having been continuously animated.

> I have heard this talked about, but I've never seen an
> implementation.  And it seems so complicated I doubt it really
> works that well anyway.

The German mud 'Morgengrauen' did this for the regeneration of mobs
after a battle. When left alone, the mobs go into stasis until the
next player wanders by; when that happens, the mob checks how much
time has passed and computes how much it has regenerated in that
period (or if it has died).

From what I remember, this approach greatly reduced the load on the
driver as it no longer had to animate all x000 mobs, but only those
which were actually interacting with the players.

--
Lars Duening; lars@bearnip.com
PGP Key: http://www.bearnip.com/lars/pgp-lars.asc

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