[MUD-Dev] Re: PDMud, Gamora and Casbah
shades at mythicgames.com
Sun Oct 25 00:07:58 New Zealand Daylight Time 1998
At 08:27 PM 10/24/98 -0600, Chris Gray wrote:
> >>(Small voice: I still want to do it O-O. Wanto! Wanto!!! :)
> >Did I miss something? I didn't think any decision had been made on that
>If it did go by, I missed it too!
We haven't made any hard and fast decisions yet. Although I am still in
favor of the O-O approach myself as well.
>I've been muttering about deciding
>what an appropriate object model for the MUD DB might be, but I sure
>haven't said there shouldn't be one. I think I've also said that we
>should think about whether the DB object model needs to be the same
>as any object model that might be used in the implementation language.
>I've also said I don't think much about the in-MUD language being a
>subset of C++. Perhaps some of these were misconstrued?
I also agree that the in-mud language should NOT be a subset of C++. At
least not a very robust subset. I'd prefer the in-game language to be
simple, easy to use, and catered primary to the game environment, rather
than something appropriate to complex coding. If that isn't something
everyone else wants, perhaps we could have one in-game language plugin
which is simple like the above (perhaps a subset of a more complex
language), for non-programmers to use, and then have a more robust language
for programmer use? Although, I think that most of the really complex
stuff will be more appropriate to a plug-in for the driver in most cases.
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