[MUD-Dev] Object and class heirarchies -- are they really necessary?
Draymoor
fibhufky at erols.com
Tue Mar 21 15:52:16 CET 2000
<J C Lawrence wrote>
>I recently went over to chat with the Skotos gang. One of the
>things that came up was the handling of object heirarchies.
<SNIP>
>When your entire inheritance tree (from an object's perspective) is
>that you all descend from the same super-class -- how do you handle
>multi-user security and access controls for editing the consituent
>components of that super-class?
Help me understand here. I'm not that big on classes (I prefer my poor old
structs ;) In my system, like you mentioned, all game objects are pretty
much the same, however, I simply use structs. I have one super struct with
substructs (for code legibility and managability). What exactly is the
functional differance? IE, What does using classes and inheritence trees
bring to a mud that using super-structs doesn't?
-Philip Loguinov
-Creator: NirvanaDev
-Admin: Timeless Journies
-Email: fibhufky at erols.com
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