Dear lord... that's a whole hell of a lot of code. As to finishing it this year, I'm not so sure about it. See stuff like that is great and all... but... it sucks up a shitload of cpu time figuring out your programs (as they cannot be pre-compiled into an executable) and especially since you want it to be dynamic (IE not have to be rebooted for a changed program to work), hence every 5 or so seconds you call your program it's going to have to interpret it all over again. Honestly, room specials are a lot easier and 1,000x more efficient than what you have suggested. I applaud the idea, it is one awesome thing, but is it really worth it? If you think about efficency, both your idea and mobprogs are lacking in it. I used to have mobprogs, and took it out because of the bogging down it does of the cpu. On smaler muds this isnt a problem, but on something as huge as Ebon Mists, it's pretty hefty :) Anyway, if there is anything I can help you with just say the word. I'd love to try and tackle a programming challenge like that. Hades Ps. How can you have 50k of qbits on each player without wasting memory? 50k bits is 6.25kb per player. That's a LOT of memory for qbits :) +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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