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Re: [MUD-Dev] Re: Client<->mud compression protocol
At 08:37 AM 5/9/97 PST8PDT, you wrote:
> one of the things i dinked around with a couple summers ago
>>(MudX II) was the concept of a multi-process mud. at the outset it was
>>little more than having an external server fork a copy of itself upon a
>>connection, open a unix socket to the mud, etc.etc.etc.
No nbo no, bad bad bad.
You have also described the primary reason Dark Sun Online currently only
supports 160 players. We TOLD them not to do this, they wouldn't listen,
and ended up with a crippled product.
Even in the best Unix full context switches are expensive. Use threading
its a hell of alot cheaper.
- Thread context:
- Re: [MUD-Dev] Re: generic objects, behaviors, (continued)
- Re: [MUD-Dev] Re: generic objects, behaviors,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 12 May 1997, 13:04 GMT
- Re: [MUD-Dev] Re: generic objects, behaviors,
Jeff Kesselman jeffk#tenetwork,com, Wed 14 May 1997, 09:58 GMT
- Game easter eggs,
clawrenc clawrenc#cup,hp.com, Sat 10 May 1997, 03:59 GMT
- Re: [MUD-Dev] Re: Client<->mud compression protocol,
Jeff Kesselman jeffk#tenetwork,com, Sat 10 May 1997, 00:11 GMT
- [MUD-Dev] Introduction,
Marian Griffith gryphon#iaehv,nl, Fri 09 May 1997, 23:50 GMT
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