[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.
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