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<H1>Re: [MUD-Dev]	Back on the list</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]	Back on the list</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Fri, 20 Feb 98 08:13:58 MST</LI>
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<PRE>
[Nick Elmqvist:]

:Presenting MoleMUD,
:			 will feature a Duncton Wood-inspired world (based
:on the Duncton Chronicles by English author William Horwood) with the
:players taking the role as moles (yes!).

Hmm. Could be verrrry interesting! I enjoyed those books, even if they
did take a while to get through. It's certainly a good background if you
want a world with a good reason for lots of tunnels, including old and
abandoned ones with unknown stuff in them.

:				    However, I won't deny that many of the
:concepts described here are completely alien to me (disk-based servers,
:for one thing, using "real" DB managers to take care of the world,
:for another),

Sometimes those things can be accidents of history. When I was first
starting up, my machine had about 6 Meg of memory and no virtual memory,
so going with a disk-based database made it look like I could easily
(hah!) build a really big world. Sort of like many AI systems are written
in Lisp, since the authors perhaps hoped that their systems would be good
enough to be able to do introspection and self-programming. (Cynical? Me?)
Also, I knew even less about MUDs then than I do now, and I thought that
a truly persistent world was something *every* MUD had to have.

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00798" HREF="msg00798.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Fri 20 Mar 1998, 21:47 GMT
</LI>
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</LI>
<LI><strong><A NAME="00553" HREF="msg00553.html">Position sorting</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sun 22 Feb 1998, 13:17 GMT
<UL>
<LI><strong><A NAME="00643" HREF="msg00643.html">Re: [MUD-Dev]  Position sorting</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 28 Feb 1998, 05:04 GMT
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</UL>
</LI>
<LI><strong><A NAME="00548" HREF="msg00548.html">Re: [MUD-Dev] byte-code anyone?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 21 Feb 1998, 07:01 GMT
<LI><strong><A NAME="00540" HREF="msg00540.html">Re: [MUD-Dev]	Back on the list</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 20 Feb 1998, 16:16 GMT
<LI><strong><A NAME="00533" HREF="msg00533.html">Back on the list</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 20 Feb 1998, 08:38 GMT
<UL>
<LI><strong><A NAME="00564" HREF="msg00564.html">Re: [MUD-Dev]  Back on the list</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 23 Feb 1998, 19:13 GMT
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<LI><strong><A NAME="00574" HREF="msg00574.html">Dynamic Loading of Modules (was: Back on the list)</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Tue 24 Feb 1998, 08:19 GMT
<UL>
<LI><strong><A NAME="00575" HREF="msg00575.html">Re: [MUD-Dev]  Dynamic Loading of Modules (was: Back on the list)</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Tue 24 Feb 1998, 08:42 GMT
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</UL></BLOCKQUOTE>

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