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Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?
<J C Lawrence wrote>
>I recently went over to chat with the Skotos gang. One of the
>things that came up was the handling of object heirarchies.
<SNIP>
>When your entire inheritance tree (from an object's perspective) is
>that you all descend from the same super-class -- how do you handle
>multi-user security and access controls for editing the consituent
>components of that super-class?
Help me understand here. I'm not that big on classes (I prefer my poor old
structs ;) In my system, like you mentioned, all game objects are pretty
much the same, however, I simply use structs. I have one super struct with
substructs (for code legibility and managability). What exactly is the
functional differance? IE, What does using classes and inheritence trees
bring to a mud that using super-structs doesn't?
-Philip Loguinov
-Creator: NirvanaDev
-Admin: Timeless Journies
-Email: fibhufky#erols,com
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- Thread context:
- Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?, (continued)
- RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?,
Dr Richard A. Bartle richard#mud,co.uk, Tue 21 Mar 2000, 21:45 GMT
- RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?,
Koster, Raph rkoster#origin,ea.com, Wed 22 Mar 2000, 00:25 GMT
- Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?,
Draymoor fibhufky#erols,com, Wed 22 Mar 2000, 02:33 GMT
- Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?,
Draymoor fibhufky#erols,com, Wed 22 Mar 2000, 03:53 GMT
- RE: [MUD-Dev] Object and class heirarchies -- are they really necessary?,
Brian Ashburn BAshburn#us-south,net, Tue 28 Mar 2000, 20:18 GMT
- Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?,
cg cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 29 Mar 2000, 02:38 GMT
- [MUD-Dev] The Meta list is now open and active.,
J C Lawrence claw#kanga,nu, Mon 20 Mar 2000, 18:58 GMT
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