[DGD] DGD good choice for MUD with large-scale city simulation?
Da'ud Vyd
d.vyd at outlook.com
Thu Dec 6 10:42:04 CET 2018
Hi folks,
I've developed a curiosity about DGD and was hoping you all might be able to guide me toward a decision
about which tools to use for a project. In short, my understanding is DGD is a combination database and
object mapper that requires a mudlib in order for someone to use LPC to build a MUD. Is that more-or-less
correct? If so, what mudlib is currently recommended for use with DGD?
Do DGD and mulibs attempt to capture/recreate past programming paradigms or are they current? For example,
can they take advantage of modern multiprocessor CPUs? On a machine with 6-processors, a fast SSD drive,
and 32gb of RAM, how would DGD compare against MySQL or PostgreSQL?
I'm planning a MUD that has a lot of non-standard functionality, including an underlying city simulation
in which objects (e.g. non-player characters or "mobs") are always active, building emergent story lines.
Ideally, I'd like millions of active objects. However, due to performance constraints I may need to get by
with a few thousand.
I'm familiar with scripting (Python & R) and have played with modern compiled languages (Go). For my project,
I've considered evennia<http://www.evennia.com/>, which is wonderful but works in a single thread--so not good for a city simulation.
coffeeMUD<https://github.com/bozimmerman/CoffeeMud> is multi-threaded but written in Java, which is completely alien to me.
Would you recommend DGD for my project? If not, do you have a different suggestion?
Thank you,
-da'ud vyd
d.vyd at outlook.com
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