On Sun, 14 Apr 1996, Harvey Gilpin wrote: > On Sat, 13 Apr 1996 19:52:28 -0400 (EDT), you wrote: > > >As for problems after resorting the prototype arrays, I can see how rooms > >would cause trouble with all the exits, and of course all objects and > >mobs in the game are pointers to prptotypes, so those would have to be > >updated. Unless you're using threads, that's likely to cause some > >serious lag any time you create a new prototype. > > Agreed. On big worlds, each new room added will cause some serious > lag. A possible solution might be to implement posix threads and set a mud flag to prohibit movement, the exits command, look <direction>, etc until the room rebuild is finished. That would limit the inconvenience it causes. > >Hades' solution of > >convetting prototypes into linked lists would probably be a good way to > >solve problems with adding new protos. > > I implemented this on my mud today, and amazingly it booted on only > it's second attempt. Almost everything is working fine. New room > creation becomes ridiculously easy, and the whole world is so much > more flexible. I highly recommend anyone considering this approach to > go for it. The problem with this is that modifying olc to work with this system makes it pretty impractical to release, unless you release an olc version of the entire mud (well, nearly entire mud). Since Jeremy isn't likely to make that kind of change so late in the development process the olc will probably have to stick with the old system. Course, Jeremy is also releasing an official olc, so there's no sense in putting too much time into duplicating efforts. I'm going to release at least one more version of obuild to finally add some new features but I doubt I'll put a lot more time into it. Sam
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