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<H1>[MUD-Dev] Re: atomic functions</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: atomic functions</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>: Wed, 13 May 98 22:59:58 MST</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
[J C Lawrence:]

:Essentially I've created a persistant language, which is a rather odd
:thing really.

Odd? A bit different than many people are used to perhaps, but I wouldn't
give mine up for anything, now that I've had it for a while. So many
problems with state maintainance just go away. Of course, some new ones
come up, mostly due to things not getting reset when you might like them
to. What it comes down to is the tradeoff: do you want your saving to be
manual and your resets for free, or do you want your resets to be manual
and your saving to be free? If your game is the type that is trying to
model a universe that runs regardless of whether there are players watching,
and in which players have long-term effects on the world, I know which one
I choose!

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


-- 
MUD-Dev: Advancing an unrealised future.

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: atomic functions</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00541" HREF="msg00541.html">[MUD-Dev] Re: atomic functions</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 13 May 1998, 18:09 GMT
</LI>
</ul>
<LI><strong><A NAME="00460" HREF="msg00460.html">[MUD-Dev] Re: atomic functions</A></strong>, 
Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Thu 07 May 1998, 15:23 GMT
</LI>
<LI><strong><A NAME="00470" HREF="msg00470.html">[MUD-Dev] Re: atomic functions</A></strong>, 
Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Fri 08 May 1998, 12:51 GMT
</LI>
<LI><strong><A NAME="00564" HREF="msg00564.html">[MUD-Dev] Re: atomic functions</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 14 May 1998, 06:05 GMT
</LI>
<LI><strong><A NAME="00566" HREF="msg00566.html">[MUD-Dev] Re: atomic functions</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 14 May 1998, 06:05 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00289" HREF="msg00289.html">[MUD-Dev] META: Filtering suggestions</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 30 Apr 1998, 23:49 GMT
<LI><strong><A NAME="00277" HREF="msg00277.html">[MUD-Dev] RE: DOOM Gets a Storyline?</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 30 Apr 1998, 20:03 GMT
<LI><strong><A NAME="00273" HREF="msg00273.html">[MUD-Dev] RE: UO in Wired, was OT: Birth announcement</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 30 Apr 1998, 18:05 GMT
<LI><strong><A NAME="00270" HREF="msg00270.html">[MUD-Dev] Re: There can be.. only ONE! (fwd)</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 30 Apr 1998, 17:31 GMT
</UL></BLOCKQUOTE>

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