Greetings.

I must confess before we start that I'm a MOObaby, and know
a buggerload more about LambdaMOO and MOO Code than I'll
probably ever know about ROM.. but I do know the basics.

There is a lot of emphasis on editing parts of the MUD while
still online, hence the whole OLC thing (obviously), and I
come from a place where the entire VR universe is edited
online. In a MOO the only things hardcoded into the server
are basic functions: connection-related funcs like 'notify',
'connection_hostname', 'connected_seconds', 'idle_seconds',
and things of that ilk; string-manipulation-related like
'match', 'index' and 'strsub'; and maths-related like your
usual math.h max/min and cos/sin/tan functions. It handles
listening on ports, opening connections on outgoing ports,
and compiling and executing the internal code. The entire
MOO database is read into memory and only saved to disk
periodically (usually every hour, in a 'dump').

As a result, all the actual 'running code' of the MOO is
stored in the MOO data files themselves. Which means
absolutely anything and everything can be altered at
run-time (without having to recompile).

I know most of you don't care a jot about MOO, so I'll stop
the lecture there. But the point I'm getting at is: I don't
know that much about mobprogs (except that you use it to
'script' the actions of mobs), but it sounds like a simpler
version of MOO Code. Is this a wrong assumption? And working
from this idea, would it be totally stupid to even consider
trying to combine elements of MOO with ROM? Like the high-
level internal language, for one.

I'm not saying one should (or even could) port ROM to MOO
or vice versa; it's probably possible, but really
pointless, since ROM does it better already; but would a
merging of code ideas seem practical to anyone out there?

The more I think about it, the more it seems to sound like
just creating an RP MOO using similar structures and stats
to ROM.. RP MOOs have been done. I'm probably just wasting
bandwidth.

Matty
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I'm not dead.

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