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Re: [MUD-Dev] Blending graphics with text
On Wed, 14 Apr 1999 07:32:16 -0400 (EDT)
u1391470 <u1391470#csi,uottawa.ca> wrote:
> Each position in the zone is associated with a room (for flags
> etc), because of memory constraints. Given the number of
> "coordinates" (ie. unique locations a person can move within the
> world), we found it to be too memory intensive for each to have
> its own structure.
The normal solution to this is to farm the structures out to disk
via a database or persistent store. Both ways have advantages. The
savings over having to keep everything in RAM (even with VM and
Linux's VM system ain't too wonderful) can be considerable.
> Of course, by removing all/most text (the more graphics we are
> able to create, the less text we would need), we are "moving away"
> from the whole concept of a mud, regardless of our base.
Is a MUD necessarily text based?
--
J C Lawrence Home: claw#kanga,nu
---------(*) Linux/IA64 - Work: claw#varesearch,com
... Beware of cromagnons wearing chewing gum and palm pilots ...
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- Thread context:
- Re: [MUD-Dev] Blending graphics with text, (continued)
- Re: [MUD-Dev] Blending graphics with text,
Laurel Fan lf25+@andrew.cmu.edu, Wed 14 Apr 1999, 19:23 GMT
- Re: [MUD-Dev] Blending graphics with text,
Mik Clarke mikclrk#ibm,net, Fri 16 Apr 1999, 07:17 GMT
- Re: [MUD-Dev] Blending graphics with text,
J C Lawrence claw#varesearch,com, Tue 11 May 1999, 20:13 GMT
- Re: [MUD-Dev] Blending graphics with text,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 14 Apr 1999, 19:22 GMT
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