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<H1>[MUD-Dev] Re: Wild idea.. :)</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: Wild idea.. :)</LI>
<LI><em>From</em>: Ben Greear &lt;<A HREF="mailto:greear#cyberhighway,net">greear#cyberhighway,net</A>&gt;</LI>
<LI><em>Date</em>: Thu, 3 Sep 1998 22:26:49 -0700 (MST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

On Thu, 3 Sep 1998, Adam J. Thornton wrote:

&gt; On Wed, Sep 02, 1998 at 11:05:38PM -0700, Caliban Tiresias Darklock wrote:
&gt; &gt; On 09:41 PM 9/2/98 -0700, I personally witnessed Ben Greear jumping up to say:
&gt; &gt; &gt;So, who here is considering writing a server that talks (only)
&gt; &gt; &gt;with a graphical client.  And not just a web browser.  I'm talking
&gt; &gt; &gt;fully 3-d rendering with all the assembly (or whatever) that goes
&gt; &gt; &gt;with it.
&gt; &gt; It might be really cool to do a graphical/text client. Something where you
&gt; &gt; can have a text mode interface *and* a graphical interface. I'd like that a
&gt; &gt; lot. I'd be really impressed by it. I'd jump from mode to mode depending on
&gt; &gt; what I was doing. Hanging around chatting, use text mode. Exploring, use
&gt; &gt; isomorphic. Fighting, use first person. That would rock.
&gt; 
&gt; I don't know if I'll ever be able to get it to work, but this is basically
&gt; what I'm doing with my model (by the way, the multiprocess/multithread
&gt; model is working beautifully with domain sockets now, although I had to
&gt; write a protocol to keep trying to sendmsg()/recvmsg() the open inet socket
&gt; descriptor, since it fails around 80% of the time, even when the sockets on
&gt; both ends are open (I think because the threading causes signals, and
&gt; that blows away the syscall, so it has to keep trying until it gets
&gt; lucky; eventually, I may mask the signals but I haven't thought through the
&gt; implications of turning off threading (in effect) in the fd distributor
&gt; code, so I'm not going to do that any time soon, since it works acceptably
&gt; now)).  

That 80% sounds like it could kill you if you were running under any kind
of volume...but thats just a guess.

&gt; 
&gt; I have no plans to do 1st person because it's just too hard, but text and
&gt; tile-based graphics are planned to be two of the interface options.  The
&gt; idea is that the client and server will negotiate what is supported
&gt; (graphics--if so, what resolution and depth?, text, what sound
&gt; formats,speed of connection,whether to take longer and get the resource
&gt; data right or just fake it with generic equivalents if the download takes
&gt; too long, etc.) and the client can change its preferences at any point.

I think it would be easier to do first person.  Let the computer calculate
the layout from a few, rather simple, equations (velocity, time,
accelleration, and possible delta-acceleration if you really want to
be fancy).  Tiles limit you to a finite universe.  Auto (and manual)
generation of objects based on primitive shapes (triangles + textures)
could be almost infinite, especially when you realize you can place
them in any possible arangement.

&gt; 
&gt; Since the actual room data is one data stream, and the description
&gt; resources are a second, this will be easy to do.  This will also let the
&gt; description resources live closer to the client than the room data.

Yes, I like that idea a lot...cache as much as possible on the local
HD/CD-rom/DVD-ROM/1-gig Ram-disk/whatever!

&gt; 
&gt; All along I've been planning a multiple-server model, where each city (this
&gt; would be assuming that I get more than, say, 500 people to play, ever) gets
&gt; its own server; handoffs between them are pretty easy.  It does mean that I
&gt; need a master server that contains pointers to each city server and holds
&gt; game-wide unique data (players, basically: their object tree of possessions
&gt; gets copied when they move between servers, but you need to have a central
&gt; point of first contact on login that remembers where your character is,
&gt; marks it as "checked out", and places it in the correct city if it isn't
&gt; there already); this in practice probably should be at least two mirrored
&gt; servers running in a failover configuration, since if they crash the whole
&gt; game is screwed, although you could reconstruct much player data from the
&gt; individual servers' object trees.

One issue I was working on:  each object must have a unique identifier
across the entire universe of servers.  This is for permanent storage
problems, ie DB key, however you do your DB.  I will use a unique ID
for each server, and increment a 64 bit number on the server itself.  If
it wraps..well, then the game is over, big bang kinda thing! :)

&gt; 
&gt; Adam
&gt; -- 
&gt; adam#princeton,edu 
&gt; "There's a border to somewhere waiting, and a tank full of time." - J. Steinman
&gt; 
&gt; -- 
&gt; MUD-Dev: Advancing an unrealised future.
&gt; 


Ben Greear (greear#cyberhighway,net)  <A  HREF="http://www.primenet.com/~greear">http://www.primenet.com/~greear</A> 
Author of ScryMUD:  mud.primenet.com 4444
<A  HREF="http://www.primenet.com/~greear/ScryMUD/scry.html">http://www.primenet.com/~greear/ScryMUD/scry.html</A>




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<li><strong><A NAME="00953" HREF="msg00953.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>
<ul compact><li><em>From:</em> Vadim Tkachenko &lt;vt#freehold,crocodile.org&gt;</li></ul>
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<UL><LI><EM>From:</EM> "Adam J. Thornton" &lt;adam#phoenix,Princeton.EDU&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Wild idea.. :)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00938" HREF="msg00938.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Fri 04 Sep 1998, 04:14 GMT
<UL>
<LI><strong><A NAME="00946" HREF="msg00946.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 04 Sep 1998, 18:54 GMT
</LI>
</UL>
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</ul>
<LI><strong><A NAME="00923" HREF="msg00923.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 03 Sep 1998, 06:07 GMT
<UL>
<LI><strong><A NAME="00929" HREF="msg00929.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Thu 03 Sep 1998, 15:23 GMT
<UL>
<LI><strong><A NAME="00941" HREF="msg00941.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Fri 04 Sep 1998, 05:30 GMT
<UL>
<LI><strong><A NAME="00953" HREF="msg00953.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 05 Sep 1998, 01:23 GMT
<UL>
<LI><strong><A NAME="00959" HREF="msg00959.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sat 05 Sep 1998, 03:35 GMT
<UL>
<LI><strong><A NAME="00960" HREF="msg00960.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 05 Sep 1998, 04:06 GMT
<UL>
<LI><strong><A NAME="00961" HREF="msg00961.html">[MUD-Dev] Re: Wild idea.. :)</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sat 05 Sep 1998, 05:59 GMT
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