[MUD-Dev] Object Architecture [Longish]
Crosbie Fitch
crosbie at cyberspaceengineers.org
Fri Jun 14 12:27:00 CEST 2002
From: David B. Held
> I hope my criticism is helpful, but one thing that bothers me is
> how many of us are working on similar projects. Correct me if I'm
> wrong, but it seems there are at least a few of us that are
> working on a MUD that is:
> * written in C++
> * uses persistence in the form of XML or a DB
> * roomless system
> * event queueing
> * departure from Diku (level-less, class-less, whatever)
> * greater realism (read: more simulation?)
> And it seems the only reason we are all working on it
> individually, is so that we have complete control over our
> "vision" of how things ought to be. ;) Maybe we should consider
> not inventing the next wheel three or four times, and maybe just
> do it once. Or maybe it is the subtle differences that are too
> great to allow collaboration.
Yes, this is very strange. No doubt psychologists or game theorists
will pin down this behaviour one day - it might even turn out to be
optimal... :-}
How about people coming up with a standard or common architecture
for bolting all the components together? People can still roll their
own components, but at least there's a chance to mix & match them
all.
Or is this just an excuse for everyone to start working on their own
standard? ;-)
_______________________________________________
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