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9980: Re: [MUD-Dev] Virtual machine design
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From: claw@kanga.nu
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 18 Apr 1999 16:34:14 -0700
References: [1]
Organization: Kanga.Nu
On Sat, 17 Apr 1999 10:21:21 -0600
Chris Gray <cg@ami-cg.GraySage.Edmonton.AB.CA> wrote:
> - if your MUD is disk-based rather than memory based, you need
> accessor functions to get at things. When you are planning on
> thousands of lines of code, its tedious and error prone to have to
> write those calls all over the place. Having an in-MUD language
> means that the code can be visually simpler, and the compiler
> takes care of all of the details. C++ users might be able to
> cleanly hide all of that stuff, but that wasn't an option for me.
Extrapolating slightly:
A sufficiently well developed base library designed to support
programming your game world is functionally indistinguishable from a
softcode language.
> - MUD languages often have security considerations, such as doing
> things on function entry. Having an in-MUD language makes this
> automatic, rather than manual.
ie you can (easily) dictate and enforce a security model without
relying on the cooperation of arbitrary later programmers.
--
J C Lawrence Internet: claw@kanga.nu
----------(*) Internet: coder@kanga.nu
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...
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