On Wed, 13 Mar 2002, leming wrote:

> If someone is truely serious about building a mud, like myself and many
> others on this list, we really just want a base to build our own thing
> from. If ROM is maintained, and new features added regularly, well, that

I understand a lot of people want to create "Yet-another-ROM-mud" - which
is what drove me to start from scratch in the first place.

Throw out some of the 15+ year old ancient programming paradigms
(busy-wait[1], the greatest thing since sliced cheese... riiight.), and
start over from scratch... Can't believe it took me 4-5 years before I got
tired of trying to beat ye olde ROT into what I wanted it to become.

> works only for those OLC survivors who prefer to do it all in game, and no
> extra code besides the default, which is where spinoffs such as QuickMUD
> come in. Out of the box, ready to roll. And depending on your 'style' of

(sic) "Out of the box, ready to roll."

> mud, you chose the appropriate code base to work with. ROM is obviously
> your standard RPG run-of-the-mill mud out there, and it does it well. It is
> basic enough where you can easily reprogram the entire thing to do exactly
> what you want, which is what a lot have done. But 'the_sage' wanting to

http://www.the-infinite.org/code/

> build his own OLC, despite the original OLC that has been around for years
> and years and year and years is already very popular and very implimented,
> is more or less a waste of his time. As Michael specified in the OLC topic,

I have a friend, who saw someone use OLC on a different mud, liked the
idea of being able to build his world from inside the game, and wrote MOL
- "his olc" - from scratch - in about a week or so.

Of course he doesn't count as one of those who's serious about working on
his mud... Empire's "only" based on good old DIKU gamma, and arguably more
advanced than ROM could ever be...

> its better to just produce an edition of the work, with custom additions.
> Just make sure you dont violate licenses, and keep the code clean and
> working with the original intended systems..

Can you imagine anyone wanting to, at some point, _sell_ their code for a
profit? I know, it's a horrible thought - but the whole licensing
cluster-mess is yet another reason for creating things from scratch.


 - d.

[1] In a truely event-based system, provided there's no player input to
process, or in-game event to process, the game consumes absolutely no cpu
time (other than, for the pedantic - the time used by the CPU inside a
select() stalling). Compare this to e.g. ROM, which busy-waits every 1/4th
of a second. Ish. This is how I can process in excess of 500
events/second, and not exceed 3% cpu utillization.

-- 
Dominic J. Eidson
                                        "Baruk Khazad! Khazad ai-menu!" - Gimli
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http://www.the-infinite.org/              http://www.the-infinite.org/~dominic/


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