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Re: [MUD-Dev] GRUMPS
- To: mud-dev#null,net
- Subject: Re: [MUD-Dev] GRUMPS
- From: cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)
- Date: Sat, 4 Apr 98 16:23:53 MST
- >Received: by ami-cg.GraySage.Edmonton.AB.CA (V1.17-beta/Amiga) id <8wad#ami-cg,GraySage.Edmonton.AB.CA>; Sat, 4 Apr 98 16:23:53 MST
[Frank Crowell:]
:One advantage to creating GRUMPS is that anything
:could be converted to GRUMPS, or GRUMPS converted to anything.
That's a very large order. It essentially means that GRUMPS has to be
at least as powerful a system as any other system out there. That's
going to be very difficult to do. Keep in mind that lots of MUDs use
a lot of custom code, and allow players to create an almost unlimited
range of things, by allowing unlimited user programming. That means
you have to have a dynamic in-MUD language that can effectively emulate
the languages of all other MUDs.
I've been thinking a bit about what it would take to be able to import
sources or "zones" from other MUDs into a generic system done with my
MUD system. Parts could be automated, but any such conversion is going
to require hand work as well. Consider LP - I would have to write an
LP compiler using my in-MUD language, and compile the LP code into
equivalent MUD-code for my system. Theoretically possible, but a vast
amount of work, and for what advantage?
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
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