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[MUD-Dev] Re: DBMS in MU*'s
On Tue, 21 Jul 1998 s001gmu#nova,wright.edu wrote:
> On Mon, 20 Jul 1998, Chris Gray wrote:
> > The game value of allowing
> > that kind of breakage is likely less generally useful (how is it better,
> > for the game, than just ending up with a single "broken axe handle"?)
>
> I can see where breaking things can be of importance to the game.
> Consider a wall betwixt you and the treasure of masive manlyness.
> Granted, I might be tempted to call walls a construction of bricks, but
> then, do I really want to model EVERY brick? I don't think so... not
> until memory gets to the range of $0.01/GB. This thread feels like it is
> pulling us back towards a thread quite a while back that JC was prominent
> in, about grouping items, etc.
If I'm thinking of the same thread, the suggestion was to not actually
bother *creating* all those individual objects unless they were needed.
Thus, you have a brick wall which contains 100 identical bricks in a
regular grid. These bricks aren't seperate objects unless someone smashes
a wrecking ball into it. Same thing with a pile of coins, or anything
else you want.
Adam
- Thread context:
- [MUD-Dev] Re: DBMS in MU*'s, (continued)
- [MUD-Dev] Re: DBMS in MU*'s,
quzah quzah#geocities,com, Mon 20 Jul 1998, 20:37 GMT
- [MUD-Dev] Re: DBMS in MU*'s,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 21 Jul 1998, 01:36 GMT
- [MUD-Dev] Re: DBMS in MU*'s,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 12 Aug 1998, 03:48 GMT
- [MUD-Dev] Re: Scripting Design Notes,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 19 Jul 1998, 20:02 GMT
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