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Re: [MUD-Dev] Re: generic objects, behaviors
[Dert:]
[lots of wanted stuff]
:any of these things are doable in diku, but in my mud i want objects
:to behave the way they do because it is their very nature to do so, not
:because someone spent 6 months writing a million lines of special
:procedures &/or user code to accurately model each and every possible
:scenario and circumstance. IMO this is the easy/fun stuff, however...
I'm one of those low-level how-do-I-implement-it types. The only
alternative I see to the million lines of code is if you have enough
CPU horsepower to emulate the physics of the world on a small enough
scale that all of those things will just happen. I don't see that
being available for a few years at least. "There's no such thing as
a free ride."
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Re: several messages, (continued)
- [MUD-Dev] Re: generic objects, behaviors,
Andy Davidoff dert#pobox,com, Sat 10 May 1997, 13:36 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] Re: generic objects, behaviors,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 10 May 1997, 23:18 GMT
- Re: [MUD-Dev] Re: generic objects, behaviors,
Jeff Kesselman jeffk#tenetwork,com, Sun 11 May 1997, 12:48 GMT
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