[DGD] DGD Commercial Licensing?
David Jackson
atari_x at bellsouth.net
Tue Sep 21 22:23:56 CEST 2004
At 09:43 AM 9/21/2004, you wrote:
>Par Winzell wrote:
>>Seriously, as I'm sure you are quite aware, DGD is every bit as suited to
>>driving a large graphical MMO as are the incestuous offsprings of python
>>scripts and RDBMS's that litter the commercial field.
>
>That's something I've been considering myself, albeit in a whimsical
>"wouldn't it be great if..." sense - are there any projects using DGD as a
>graphical MMOG engine, or is it still in the realm of the theoretical? If
>not (or even if so) has anyone considered how such a thing would proceed?
>I'm rather afraid that I've become too entrenched in the "DGD as a MUD
>engine" mindset!
>
>Mordengaard (Yhared MUD)
From what I understand, one of the bigger MMORPGs uses a MUD engine
beneath it (but at the moment, I can't recall which one).
But, if you think about a MUD as just a way to manipulate data - what's the
difference between a room description and an image tag? Even more abstract
than that is - what's the difference between an object manipulated inside
the mud, and an object manipulated in a 3D engine?
Very little, except how we view the location of the object in the MUD. If
you were to add a height value, and X/Y coordinates to every object
(besides rooms, which are, after all, merely an object that contains other
objects) then you could easily monitor it's position in the 3D world.
Of course, this example is crude and doesn't account for the necessary
message passing between processes, but using DGD as the basis for
controlling certain processes or interactions within the game allows for
painless parallel-operation/clustering. The client becomes a window on the
world, handling the barest of colllision detection, while the MUD can
handle everything else.
Here's a good concrete example;
Let's say that you have a lift, with a button, in a 3D game. You press the
button, the lift goes up. Press the button again, the lift comes down.
The behind-the-scenes MUD can monitor the status of the lift, communicating
with the client the current position of the lift, what happens when you
push the button, etc. Suddenly, things start to get very easy.
The practical upshot is that this kind of thing is incredibly easy to
implement inside the MUD. And it's processed by a seperate machine that is
not the server or the client, which can then take reduced roles, thus
increasing the efficiency of the entire server cluster.
I am losing my train of thought, as my mind is swimming with ideas...but I
think you get the point.
David Jackson
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