[DGD]Hello, think you could answer a few questiosn for me? :)

Stephen Schmidt schmidsj at union.edu
Mon Apr 24 17:31:53 CEST 2000


On Mon, 24 Apr 2000, Felix A. Croes wrote:
> Mimicing DGD's persistence (or, for that matter, any other persistent
> mud server's persistence; it is only MudOS people who define the term
> so sloppily) is not just hard in MudOS, it really is impossible.

What Dworkin says is correct; we're talking about slightly
different concepts of persistence. (I plead guilty to being
sloppy in defining the term.)

For what I'm interested in, what's necessary is persistence
of the game world, not of the entire state of the mud. The
built-in limitations of MudOS (shared data structures, self
referential data structures, full object state query) are
not, in my experience, problematic for persistence of the game
world, although they are for "true" persistence. One should
distinguish between the more limited persistence that I have
in mind, and the true persistence that Dworkin (and, I think,
most DGD programmers) have in mind.

I concur that true persistence is not possible under MudOS,
and I repeat that while game-world persistence is possible
under MudOS, it's much, much better to use DGD if that's
what you want.
 
Stephen Schmidt

It is vain to expect a well-balanced government without a
well-balanced society.
			-- Gideon Welles



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