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16003: [MUD-Dev] Distro for Intricate / Numerous Mobs
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From: "Hulbert, Leland" <LHulbert@czn.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 8 Dec 2000 15:20:01 -0600
Organization: Kanga.Nu
<EdNote: Duplicate HTML version removed>
I'm thinking about working on a mud environment, but at a nearly
simulation level. Are there any code distributions that are
particularly favorable/unfavorable to large mob code, or to very large
numbers of mobs? I want to code at least a minimal AI for each mob in
a small town and the surrounding countryside. I also want an economic
system based on mobs harvesting renewable resources, then distributing
them throughout the economy. And monsters that form parties/tribes
according to their code, and wander around, and .... well, anyway. I'm
talking some very large code and 100's to 1000's of mobs when I'm
done. Anyone have experiences of problems with any particular
codebase, or with a very easily scaled codebase? Any suggestions will
be welcome.
Lee Hulbert
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