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Re: [MUD-Dev] Text Parsing
Chris Gray wrote :
> So, I think discussion of simple, practical ways to handle a good
> variety of input are quite relevant here.
In particular, I am often amazed that the parsers in many muds are not
even approaching the quality of those in the old Magnetic Scrolls and
Infocom games. Now these were far from perfect, but they appeared to
handle a lot more phrases and structures than many muds I have been on
recently. This is even more notable when you consider that these games
used to run on 64k machines (of which 16k was video memory on my
particular model). So surely, there is some -simple- parser model that is
not going to take much coding time, memory or resources, and yet would
improve many muds significantly?
Kylotan.
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- Thread context:
- Re: [MUD-Dev] Text Parsing, (continued)
- Re: [MUD-Dev] Text Parsing,
Caliban Tiresias Darklock caliban#darklock,com, Fri 04 Jun 1999, 00:11 GMT
- Re: [MUD-Dev] Parsing Text Output,
Jon A. Lambert jlsysinc#ix,netcom.com, Fri 04 Jun 1999, 20:16 GMT
- Re: [MUD-Dev] Text Parsing,
Ola Fosheim Grøstad olag#ifi,uio.no, Fri 04 Jun 1999, 22:16 GMT
- Re: [MUD-Dev] Text Parsing,
Kylotan kylotan#kylotan,force9.co.uk, Tue 01 Jun 1999, 00:06 GMT
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