[DGD]Hello, think you could answer a few questiosn for me? :)
BladeDarkmour at aol.com
BladeDarkmour at aol.com
Mon Apr 24 08:25:09 CEST 2000
In response to zell at skotos.net on 4/24/00 at 12:24:56 AM Central Daylight
Time:
>> top of the base. DGD's minimalist behaviour is a blessing to those
>> who do not mind the effort, and who have their own ideas of how the
>> rest should work.
That's definately me. :)
>> You should not read my comment as condescending towards you and your
skills.
>> DGD's swapping mechanism has been part and parcel of the design from day
one
>> and its approach to persistence is intimately tied to swapping. Of course
in
>> theory any driver could be transformed into a persistent one, in any number
>> of ways, but practically speaking my statement stands -- adding the kind of
>> invisible persistence that DGD gives you to any other driver is so large a
>> project that it would be foolish to undertake it. It would be wiser to add
>> to DGD any features you might miss in other drivers.
Ah, I stand corrected then. Persistance is definately one of the core
requirements
for whatever I decide to do. This feature of DGD alone has allready made my
choice.
Put that alongside not having to rewrite and/or yank things out that are
allready
done..? :)
>> There are also many levels of persistence, some of which would enable you
to
>> write a game that has just the amount of persistence you want. This could
be
>> done with any driver and a mudlib written by you. Many DIKU's use a
standard
>> SQL database for this kind of thing, but it's never the same thing as
having
>> a runtime environment that will never, ever, again, coldstart.
*nods* I fully agree.
JD
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