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<H1>Re: [MUD-Dev]  Re: MUD Development Digest</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]  Re: MUD Development Digest</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>: Sat, 4 Apr 98 12:16:27 MST</LI>
<LI><em>>Received</em>: by ami-cg.GraySage.Edmonton.AB.CA (V1.17-beta/Amiga)  id &lt;8wa1#ami-cg,GraySage.Edmonton.AB.CA&gt;; Sat, 4 Apr 98 12:16:27 MST</LI>
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<PRE>
:I presume the comments about disk-based muds running faster than 
:memory-based ones are including the tacit assumption that one is talking 
:about muds that don't have the option of running on a machine with a 
:large surplus of RAM?

It depends on what you want to do. If your servers are only at large
central sites, then requiring a Gig of RAM for the server to have the
whole of a very large world in memory can make sense. For hobby projects,
however, the servers run on many different machines, so that may not be
an option. I think many MUD writers dream of having a very large world,
but actually don't. So, they do disk-based to keep the dream alive. That's
me, anyway!

:                                                 I also don't do a bunch 
:of dynamic stuff - I prefer to do all mallocs and loading of maps and 
:objects at startup, and keep it there.  I always believe malloc and free 
:are the devil's tools for fragmenting heaps and bloating memory usage, 
:if used during runtime rather than only at startup and shutdown.

Wow! You're almost more reactionary than me. My hobby programming started
with CP/M systems, where trying to use malloc/free was kind of pointless.
So, my compiler (a variant of which is still used to compile my MUD) on
CP/M did no dynamic allocation, and neither did an Ultima-style system
that I wrote. My current MUD does lots of it, but buffers itself from
the system routines with a layer of its own. This allows it to be given
a "maximum memory goal", which it will try to keep itself within, by
removing things from various caches (e.g. the MUD-code cache) if needed.

:Anyway, my server can currently handle over 150 people quite well with a 
:memory footprint of under 32 megabytes.

Well, I soon should be getting a hot new machine, and it should be able to
run that number of users. I doubt if it will use more than that amount of
memory - likely a lot less. On Amiga's, I've seen my usage go up to about
3 Meg for a half-dozen users, but the increment per user is very small
(really just a client structure, plus a shared copy of any agent program
and whatever space it uses). I still have a disk-based system because I
dream of having a huge world, and because I really, really like the whole
notion of a persistent programming language driving a 100% persistent world.
(Absolutely no information visible to a player is lost on a proper reboot.)

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


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  GRUMPS</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00032" HREF="msg00032.html">Re: [MUD-Dev]  GRUMPS</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 05 Apr 1998, 21:17 GMT
</LI>
<LI><strong><A NAME="00033" HREF="msg00033.html">Re: [MUD-Dev]  GRUMPS</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Sun 05 Apr 1998, 23:44 GMT
<UL>
<LI><strong><A NAME="00034" HREF="msg00034.html">Re: [MUD-Dev]  GRUMPS</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Mon 06 Apr 1998, 00:59 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00038" HREF="msg00038.html">Re: [MUD-Dev]  GRUMPS</A></strong>, 
maddog <a href="mailto:maddog#best,com">maddog#best,com</a>, Mon 06 Apr 1998, 06:56 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00020" HREF="msg00020.html">Re: [MUD-Dev]  Re: MUD Development Digest</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 04 Apr 1998, 23:21 GMT
<LI><strong><A NAME="00017" HREF="msg00017.html">GRUMPS</A></strong>, 
maddog <a href="mailto:maddog#best,com">maddog#best,com</a>, Sat 04 Apr 1998, 21:14 GMT
<UL>
<LI><strong><A NAME="00023" HREF="msg00023.html">Re: [MUD-Dev]  GRUMPS</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 05 Apr 1998, 02:30 GMT
</LI>
<LI><strong><A NAME="00077" HREF="msg00077.html">Re: [MUD-Dev] GRUMPS</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Apr 1998, 22:43 GMT
<UL>
<LI><strong><A NAME="00087" HREF="msg00087.html">Re: [MUD-Dev] GRUMPS</A></strong>, 
maddog <a href="mailto:maddog#best,com">maddog#best,com</a>, Thu 09 Apr 1998, 05:50 GMT
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</UL>
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</UL>
</LI>
</UL></BLOCKQUOTE>

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