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24098: Re: [MUD-Dev] [DGN] [NEWBIE] Suggestions on (OO) Server Design.
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From: "Kwon Ekstrom" <justice@softhome.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 4 Apr 2002 12:08:24 -0700
References: [1] [2] <-newest
Organization: Kanga.Nu
----- Original Message -----
From: "Sean Middleditch" <elanthis@awesomeplay.com>
> On Wed, 2002-04-03 at 02:32, Pure Krome wrote:
>> To start the ball rolling, I've been trying to get my head
>> around the concept that in a mud, the objects, NPC's, PC's and
>> even rooms are all derived from a THING, and broken down into
>> more specialised children as you go down. I'm wondering if
>> other people have designed such muds being this abstract, yet
>> working?
> Yes, I've done just this (to a shomewhat lesser degree) in
> AweMUD. After doing it, tho, I'm quite unable to decide what the
> advantage is... I think having some concrete types (thing,
> character, room, etc.) and then adding hooks (with a scripting
> language) would probably make the code a *lot* simpler, faster,
> and more easily extensible.
The advantage is a single point of access. Done properly, you
should be able to modify details common to all child objects by
modifying the parent. You can also add abilities to all child
objects in the same manor. Plus, there's nothing preventing you
from using your hooks in addition to this approach.
I haven't noticed any speed degredation, and my end code is very
simple to deal with.
-- Kwon J. Ekstrom
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