[DGD] Kotaka + DGD flexibility and performance?
Raymond Jennings
shentino at gmail.com
Sun Dec 9 00:24:48 CET 2018
in regards to this email, I should mention that Kotaka is itself mostly an
experimental grab bag full of tools you can put together.
In the future I plan to have it as the basis for a multi-node concurrent
distributed world inspired by the work of Geir Hansen.
In theory if you have enough compute power you'd be able to power a world
the size of an entire galaxy with the detail level of my bedroom.
Possibly not unlike what you were planning.
My strategy thus far is to have a nested hierarchy of containment, with
suitable delegation of "busy" areas of the universe to subordinate nodes
connected by network.
For example, if Earth got busy enough, I might decide to delegate one of
hte continents to a subordinate server nad have the objects in, say,
Africa, swarm down to a fresh instance nad from that point on the server
running Earth would stay in contact with the server running Africa, for
example if Cairo decided to launch a nuke at London, or if aliens from Mars
decided to go through Earth's atmosphere to land in Zaire.
On Wed, Dec 5, 2018 at 11:18 PM Da'ud Vyd <d.vyd at outlook.com> wrote:
> Hi Shentino,
>
>
> I've developed a curiosity about DGD and found your github site. I was hoping you 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 and Kotako is a library to use DGD to build MUDs with
>
> LPC as the primary programming language. Is that more-or-less correct? Do these technologies attempt
>
> to capture/recreate past programming paradigms or are they still current? For example, can they take
>
> advantage of modern multiprocessor CPUs, fast SSD drives, and scale up with better hardware? Looking
>
> through kotaka I could not find any predefined objects common to MUDs such as character attributes,
>
> skills, items, rooms, etc. These must be defined from scratch in LPC?
>
>
> I'm planning a MUD that has a lot of non-standard functionality, including an underlying city simulation
>
> in which NPCs are always active. I'm familiar with scripting (Python & R) and have played with modern
>
> compiled languages (Go). So far, 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 kotaka and DGD for my project? If not, do you have a
>
> different suggestion?
>
>
> Thnak you,
>
> -da'ud vyd
>
> d.vyd at outlook.com
>
>
More information about the DGD
mailing list