[MUD-Dev] [TECH] Event Queue System
Lars Duening
lars at bearnip.com
Wed Feb 20 08:15:11 CET 2002
Phillip Lenhardt wrote on Sunday, February 17 2002, 01:36:03:
> On Fri, Feb 15, 2002 at 02:50:38AM -0800, J C Lawrence wrote:
>> 5) Maintaining a sorted list of predictively scheduled
>> processes that involve objects which are likely to be visible
>> to or affect the current player base (in their current
>> positions/activities). As the players move about and act in
>> the world nodes are removed from the set as they pass out of
>> range/notice and new nodes are added as additional active
>> systems come into the range of awareness of the players. Items
>> are popped off the list and executed as applicable. This
>> effectively surrounds each player with a nimbus of "active
>> objects" with the rest of the world lieing fallow until they
>> are activated by a player coming into range. For items which
>> require the apparency of extensed state change operations (eg a
>> lake draining thru a smashed dam), while out of player range
>> nothing is done, upon a player coming into range the then
>> current state of the lake etc is inferentially computed and
>> scheduled processes are inserted from there to render the
>> apparency of the lake having been continuously animated.
> I have heard this talked about, but I've never seen an
> implementation. And it seems so complicated I doubt it really
> works that well anyway.
The German mud 'Morgengrauen' did this for the regeneration of mobs
after a battle. When left alone, the mobs go into stasis until the
next player wanders by; when that happens, the mob checks how much
time has passed and computes how much it has regenerated in that
period (or if it has died).
>From what I remember, this approach greatly reduced the load on the
driver as it no longer had to animate all x000 mobs, but only those
which were actually interacting with the players.
--
Lars Duening; lars at bearnip.com
PGP Key: http://www.bearnip.com/lars/pgp-lars.asc
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