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20275: Re: [MUD-Dev] TECH DGN: Re: a few mud server design questions (long)

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From: SeronisROTv3@aol.com
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 27 Jul 2001 20:24:23 EDT
Organization: Kanga.Nu
In a message dated 7/27/01 2:21:19 AM Pacific Daylight Time, 
sean@hoth.ffwd.cx writes:

> Here's are 2 simple examples.  Say the calendar size in both is
> 100 ticks and in each case I want to schedule 4 events 250, 300,
> 150, and 10 ticks in the future, respectively:
 
>   (a) non-randomizing example
...
>   (b) randomizing example
...

I had totally misunderstood what you meant by a tick calendar..  I
had assumed you meant something like a linked list of tick objects..
each tick object would have a time stamp of when to go off and a
pointer to which item needs the tick..  at each game loop (( or
however often you wished )) you could just cycle through the tick
list and any with a time stamp equal to or older than 'now' would
get processed and the object would the reschedule its next tick.

Ok seems like a lot of assumptions but my mind wanders a bit when in
lack of explicit details =-)

Any opinions on how well this idea would work ?

Seronis  aka
Mike Estepp
ICQ 43442042
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