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1651: Re: [MUD-Dev] Languages
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From: "Chris Gray" <cg@ami-cg.GraySage.Edmonton.AB.CA>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 22 May 97 18:54:50 MST
Organization: Kanga.Nu
[Miro:]
:> [Clarification: the internal representation is available to the system
:> (of course!) but not to MUD programmers. They *can* get a decompiled
: ^^^^^^^^^^^^^^^
:Builtin bytecode disassembler saved my rear end on at least one occasion.
:And it's not hard to implement (it's great for bytecode compiler debugging).
Agreed. However, since I compile to a parse tree, rather than to any
lower-level byte-code, my pretty-printer essentially plays the same role.
:Both, as well as tags for text generation (which may be context
:dependant, as they can include senses). Once you allow each player
:to 'see' the hypertext depending on its internal status, it has some
:pretty neat consequences.
Could you show us an example, in some kind of ASCII-fied form?
:Good thinking!!! ;)
Aw, here I was waiting for some flames!
--
Chris Gray cg@ami-cg.GraySage.Edmonton.AB.CA