[MUD-Dev] On Lockless Threading and X/Open XA

KevinL darius at bofh.net.au
Thu Aug 3 19:45:06 New Zealand Standard Time 2000


claw at kanga.nu wrote:
> On Tue, 01 Aug 2000 00:50:11 -0700 
> Bruce  <bruce at puremagic.com> wrote:
> 
> > I suspect an interesting analysis could be made of the way that
> > backend design changes as you scale from supporting 50 to 500 to
> > 5000 to 50k players in a single world.
> 

[snip]

> 
> What if the arbitrarily distributed form of InterMUD and portals
> were as ubiquitous and well defined as HTTP?

Sadly, every time this sort of thing has come up, world balance issues have 
killed it - at least, in every forum I've seen.  How do you mix (drawing three 
examples from mid-air) Arctic, Legend, and Archaea into one globule of a 
universe?  What exactly would be worth carrying from place to place - 
characters?  items?  gold?

Actually, my take on this is intermud communications - both instant and stored 
- would be worthwhile (ala "darius at moebius" for chat or mudmail).  I've got a 
further theory, of providing clients the ability to specify an identity, such 
that you could recognise that your friend bubba on Arctic is actually biffo on 
Legend (Bubba seems to be a very busy player, btw? ;), if bubba felt like 
giving you his identity.  But that's not a fully thought-out idea yet.  A 
proper mud protocol would be a good start on that one, then you could define 
standard items that servers expect of clients.  Basically, BXXP + a mudXML, or 
something along those lines.  Without a standard client-server protocol, I 
don't think you can develop a standard set of info for servers and clients to 
share, tho.

KevinL




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