[MUD-Dev] Creating a MUD - Overview of design

Bruce Mitchener bruce at cubik.org
Fri Feb 1 01:10:31 CET 2002


Amanda Walker wrote:

> Figure out what your game does and doesn't need, *then* start

Really, in an ideal world, this is what someone would do in all
cases, for all aspects of the server, including persistence, memory
management, threading models, not just networking protocol choices.

Maybe the original poster (or someone else for their own system)
would like to provide more detail about their system, their goals,
projected use cases, interests and so forth.  With that type of
information, it'd be nice to see an informed discussion rather than
just a bunch of opinions as to a solution might be offered up within
a relative vacuum.

For example, on the networking side, do you require a custom client?
Is that possible?  How many people do you intend to support?  How
much effort are you interested in expending on the networking code?
Does your game play tolerate potential network lag well or does it
rely upon a fast pace?

On the persistence question, there are many questions that need to
be considered.  How large a dataset are you interested in having?
Does it need to integrate with any existing object models?  Do you
need to be able to disk-base your data or can you put it all into
memory at once? Do you need any sort of standardized query
facilities?  What are your typical object access patterns?  How much
overhead can you afford for modifying an object?  How much overhead
can you afford when retrieving an object or some data on an object
for the first time since the application started up?

  - Bruce

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