[MUD-Dev] Re: MUD Design doc (long)

Koster Koster
Wed Jan 13 09:37:55 New Zealand Daylight Time 1999

> -----Original Message-----
> From: J C Lawrence [mailto:claw at under.engr.sgi.com]
> Sent: Tuesday, January 12, 1999 6:12 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Re: MUD Design doc (long) 
> An idea I've had for approaching this is creating a time-ordered
> queue which is attached to characters which stores identifying
> characteristics of objects met.  This would allow things like:
>   > l
>   There is an elf dancing a jig here.
>   ...several hours of play later...
>   > tell @dancing elf@ Hi!
> with the queue being consulted for a fair memory match to "dancing
> elf" etc.
> This probably would not work as-is.  For one the storage overhead
> across the character base is enourmous.  

To be honest, the storage overhead just for private namespaces seems
prohibitive to me. How much memory do you plan to use, and what machine
are you running it on, and what other things do you expect to have going


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