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24065: Re: [MUD-Dev] [DGN] [NEWBIE] Suggestions on (OO) Server Design.

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From: Sean Middleditch <elanthis@awesomeplay.com>
Newsgroups: nu.kanga.list.mud-dev
Date: 03 Apr 2002 09:03:49 -0500
References: [1]
Organization: Kanga.Nu
On Wed, 2002-04-03 at 02:32, Pure Krome wrote:

>   I'm trying to construct an OO server design for your standard
>   run-o-the-mill mud, with a MySQL Database Backend.
 
>   I'm assuming this concept has been risen a few times [1], so I'm
>   wondering if anyone would have any links to some 'successful'
>   mud-dev threads, where this has been discussed.
 
>   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.
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