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Re: [MUD-Dev] Languages
[Miro:]
:> [Clarification: the internal representation is available to the system
:> (of course!) but not to MUD programmers. They *can* get a decompiled
: ^^^^^^^^^^^^^^^
:Builtin bytecode disassembler saved my rear end on at least one occasion.
:And it's not hard to implement (it's great for bytecode compiler debugging).
Agreed. However, since I compile to a parse tree, rather than to any
lower-level byte-code, my pretty-printer essentially plays the same role.
:Both, as well as tags for text generation (which may be context
:dependant, as they can include senses). Once you allow each player
:to 'see' the hypertext depending on its internal status, it has some
:pretty neat consequences.
Could you show us an example, in some kind of ASCII-fied form?
:Good thinking!!! ;)
Aw, here I was waiting for some flames!
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Languages, (continued)
- Re: [MUD-Dev] Languages,
Jeff Kesselman jeffk#tenetwork,com, Fri 23 May 1997, 11:25 GMT
- Re: [MUD-Dev] Languages,
Jon A. Lambert jlsysinc#ix,netcom.com, Fri 23 May 1997, 12:30 GMT
- Re: [MUD-Dev] Languages,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 23 May 1997, 13:02 GMT
- Re: [MUD-Dev] Languages,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 23 May 1997, 13:03 GMT
- Re: [MUD-Dev] Languages,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 23 May 1997, 14:04 GMT
- Re: [MUD-Dev] Languages,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 24 May 1997, 12:06 GMT
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