[DGD] DGD & Simulations

Erwin Harte harte at xs4all.nl
Tue Jan 28 15:20:34 CET 2003


On Tue, Jan 28, 2003 at 12:46:03AM -0800, Christopher Darque wrote:
> Hail!

Snow!

[...]
> 1) How does the disk-based design work with objects that are active
> and have to do things now and then? If an NPC lets say has an
> internal call-out driven loop will they ever get swapped? And if they
> do how 'active' are they when in that state.
> 
> In my last LPC work I had to do silly things to keep rooms from
> swapping out because when they did all the processes froze. To keep
> my Master Control rooms (rooms with a number of important loops to
> run various game systems) active I made a simple creature that steped
> back and forth every couple of minutes. It worked, but should not
> have been needed in the first place.

It won't be needed for DGD.  The swapping in and out of objects of any
kind is completely invisible to the actual LPC programmer.  If an
object has been swapped out and it is referenced in any kind of way,
it will automatically be swapped in.  If an object is active, it may
never be swapped out, aside from making a statedump or doing an
explicit swapout action.

> 2) Since I use a lot of ASCII graphics the style and efficiency of
> the code becomes very important. I am familiar with some of the
> packages that have been suggested here but I was wondering if anyone
> has done any specific work with ASCII that I might learn something
> from looking at.

I gather you may be talking about ANSI (colour), not ASCII?  Not
something I've worked with myself so I can't help you there, but I'm
sure there are some ideas floating around here.

Erwin.
-- 
Erwin Harte <harte at xs4all.nl>
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