[MUD-Dev] Fw: 16K mud server competition !

Travis Casey efindel at io.com
Tue Apr 4 20:44:57 CEST 2000


On Tuesday, April 04, 2000, Jon Leonard wrote:
> On Mon, Apr 03, 2000 at 11:21:40PM -0400, Jon A. Lambert wrote:

>> IIRC, DevMud was around 50k.  It might be under the limit sans whitespace 
>> and comments.

> I do happen to know how big it is:

> wc of *.c and *.h files:
> DevMUD Proto 5: 48468 bytes (last well-known release?)
> DevMUD Proto 6: 75583 bytes (more recent)
> DevMUD current dir: 86532 bytes (in transition)
> http://slimy.com/~jleonard/src/ipc.html: 11434 bytes (trivial, working MUD)

Are those numbers with, or without comments, though?

> Only the last is anywhere near the 18K limit, and none of these are
> interesting games.  For comparison, the Zork I data file is 92160 bytes,
> though gzip can shrink it to 61128.

It should be noted that the Zork "data file" is actually a compiled
program, which is run by a Z-machine interpreter.

> There's just not enough room there for a really interesting game, maybe if
> you cheated by moving some functionality to clients, abused libraries in
> some manner, or managed to 'find' just the right interpreter...

You can't move functionality to clients -- the rules require that
telnet be usable to access the mud.  The rules also state that you
cannot use any libraries except those that come with the language in
question.  However, if the core libraries do not support sockets, you
can use an external library for that.

> It's an interesting challenge, but I don't think the minimum-space coding
> styles are really all that useful in MUDs...

I think it's more in fun than anything else, and not meant to be
useful.

--
       |\      _,,,---,,_        Travis S. Casey  <efindel at io.com>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
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