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[MUD-Dev] Re: PDMud, Gamora and Casbah
On Sun, Oct 25, 1998 at 01:28:23AM +0200, Niklas Elmqvist wrote:
> This is the point where I believe (and hope) development may defragment,
> but this is not an all-or-nothing step. Some of the modules (like network
> I/O, traffic directors, etc) are likely to be usable in just about any
> internet game server, while others (magic modules, on-line building,
> room-based movement, etc) are specific to MUD types.
[...so therefore...]
> Perhaps we could introduce a "tech level" concept denoting how high or low
> a concept in the DevMUD project is located. That is, the driver would be
> at level zero, system modules (VM, module manager, garbage collector, etc)
> at one, game modules at two, etc. Just a thought.
Here's the historian of computing piping up again:
Have any of y'all ever looked at Edsger Dijkstra's THE project? He
published a model of a hierarchical OS that is still an incredibly pretty
piece of design. Well worth thinking about before we go designing systems.
I can dig up a reference in the next couple of days.
Adam
--
adam#princeton,edu
"There's a border to somewhere waiting, and a tank full of time." - J. Steinman
- Thread context:
- [MUD-Dev] Re: PDMud, Gamora and Casbah, (continued)
- [MUD-Dev] Re: PDMud, Gamora and Casbah,
Niklas Elmqvist d97elm#dtek,chalmers.se, Sat 24 Oct 1998, 05:22 GMT
- [MUD-Dev] Re: PDMud, Gamora and Casbah,
Jon Leonard jleonard#divcom,slimy.com, Sat 24 Oct 1998, 19:36 GMT
- [MUD-Dev] Re: PDMud, Gamora and Casbah,
Darrin Hyrup shades#mythicgames,com, Sat 24 Oct 1998, 21:46 GMT
- [MUD-Dev] Re: PDMud, Gamora and Casbah,
Niklas Elmqvist d97elm#dtek,chalmers.se, Sat 24 Oct 1998, 23:31 GMT
- [MUD-Dev] Re: UO: Second Age,
Koster, Raph rkoster#origin,ea.com, Fri 23 Oct 1998, 23:37 GMT
- [MUD-Dev] Re: OT, kinda, but yay :),
Koster, Raph rkoster#origin,ea.com, Fri 23 Oct 1998, 21:29 GMT
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