[MUD-Dev] [DGN] [NEWBIE] Suggestions on (OO) Server Design.
    Sean Middleditch 
    elanthis at awesomeplay.com
       
    Wed Apr  3 09:03:49 CEST 2002
    
    
  
On Wed, 2002-04-03 at 02:32, Pure Krome wrote:
>   I'm trying to construct an OO server design for your standard
>   run-o-the-mill mud, with a MySQL Database Backend.
 
>   I'm assuming this concept has been risen a few times [1], so I'm
>   wondering if anyone would have any links to some 'successful'
>   mud-dev threads, where this has been discussed.
 
>   To start the ball rolling, I've been trying to get my head
>   around the concept that in a mud, the objects, NPC's, PC's and
>   even rooms are all derived from a THING, and broken down into
>   more specialised children as you go down.  I'm wondering if
>   other people have designed such muds being this abstract, yet
>   working?
Yes, I've done just this (to a shomewhat lesser degree) in
AweMUD. After doing it, tho, I'm quite unable to decide what the
advantage is...  I think having some concrete types (thing,
character, room, etc.) and then adding hooks (with a scripting
language) would probably make the code a *lot* simpler, faster, and
more easily extensible.
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
    
    
More information about the mud-dev-archive
mailing list