[MUD-Dev] Mud hosting services

Mik Clarke mikclrk at attglobal.net
Tue Nov 16 20:51:44 New Zealand Daylight Time 1999

Dundee wrote:
> The emulators themselves are quite a bit smaller.  Our 'worldfile' is quite a
> bit smaller than most mud's, I think.  And we're running with something like
> 64 RAM on a P200, 30+ users before there's any noticeable lag (ADSL
> connection).

Hmmm. That's big. CthulhuMud runs on a 32MB, P133 using 20% of memory
and less than 1% CPU.  Connection is some sort of cable TV link. 
lag there is comes from the network.  I've has 10+ players and a bunch
malfunctioning mobs (10 or so) that were each issuing 20-30 commands a
second as they raced around the world.  Players were seeing all the
arrivial and departure messages (sometimes as the mob crossed the room
multiple times). The only visible effect of this was that CPU usage rose
to 3%.  It did crash with a buffer overload if you tried following one -
30 room descriptions is more than the 'waiting to send' buffer can
handle. I suspect the network link will give out long before the CPU and


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