[MUD-Dev] Fw: 16K mud server competition !

Nick Shaffner nicks at 3drealms.com
Mon Apr 10 12:37:36 CEST 2000


Derek Snider Wrote:
>From: "Travis Casey" <efindel at io.com>
>To: <mud-dev at kanga.nu>
>Sent: Tuesday, April 04, 2000 8:51 PM
>Subject: Re[2]: [MUD-Dev] Fw: 16K mud server competition !
>
>
>> Hmm... nothing in the rules specifically prohibits creating your own
>> GP language... :-)
>
>Yeah, but your GP language and the MUD code and data all combined
>would have to fit in 16K ... that's getting pretty tight.
>
>What's the smallest size that anyone's been able to get MUD networking
>code down to? (Written in C or C++)  Does it include buffered input/output?
>Full error checking?   ...just curious...  I feel that the networking code
>is going to take up around 4K of valuable space... unless I'm way off.

4k is the number that I've come up with in my tests as the size for a well
for a well written C/C++ telnet layer, though by crunching identifier names
down to 2 characters, and making clever use of macros, you can compress the
same code to about a 1.3k or so.

                        Nick
--
Nick Shaffner
Programmer: Duke Nukem Forever
3D Realms




_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list