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<H1>[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</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: PDMud (was Re: Bruce Sterling on Virtual Community goals) </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#kanga,nu">claw#kanga,nu</A>&gt;</LI>
<LI><em>Date</em>: Thu, 22 Oct 1998 21:18:38 -0700</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, 22 Oct 1998 22:45:34 -0400 
Darrin Hyrup&lt;shades#mythicgames,com&gt; wrote:

&gt; IMO, one of the main sufferings of softcode heavy muds is that they
&gt; use the internal language for too much.  It slows down the server
&gt; and takes up a lot of CPU, cutting down the number of users one can
&gt; support and adding delays/lag.  

This is a myth originated by partially competant authors and users of
softcode servers.  It is a very long way from the truth.  Go have a
look at properly (ie efficiently) constructed and written softcode
based MUDs (ColdX and BatMUD are good starters).  Also look at the
(very few) stats available from Marcus Ranum

  Note: Some statistics for ColdX were posted to this list quite some
time back by either Brandon Gillespie or Miro.  There are also a few
quoted messages from Marcus in the archives.

Want the truth?  Well written softcode servers are entirely capable of
outperforming moderately well written hardcoded servers.  

&gt; The plug-in solution allows the mud programmer a choice in how they
&gt; wish to set their system up.  If they wish, they can code more in
&gt; the internal language, or they can use existing mud-code, or use
&gt; pre-compiled plugins (or create their own) for speed.  That way
&gt; neither flexibility nor efficiency are sacrificed, and the server
&gt; remains as simple and slim as possible.

Such modular systems require what is essence is a message passing
system for the communication between modules.  It can be difficult
(witness the Mach micro-kernel) to ensure that the message passing
overhead does not become a significant fraction of the total
processing effort.  This will be especially difficult as the number of
boundary crossings (inter-module) for a modular plug0in-style server
will be difficult to keep low.

-- 
J C Lawrence                               Internet: claw#kanga,nu
----------(*)                             Internet: coder#kanga,nu
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<li><strong><A NAME="00397" HREF="msg00397.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>
<ul compact><li><em>From:</em> Darrin Hyrup &lt;shades#mythicgames,com&gt;</li></ul>
<li><strong><A NAME="00394" HREF="msg00394.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>
<ul compact><li><em>From:</em> Petri Virkkula &lt;pvirkkul#iki,fi&gt;</li></ul>
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<LI><STRONG><A NAME="00373" HREF="msg00373.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></STRONG>
<UL><LI><EM>From:</EM> Darrin Hyrup &lt;shades#mythicgames,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00339" HREF="msg00339.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 22 Oct 1998, 04:58 GMT
<UL>
<LI><strong><A NAME="00368" HREF="msg00368.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Hal Black <a href="mailto:hal#moos,ml.org">hal#moos,ml.org</a>, Thu 22 Oct 1998, 23:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00372" HREF="msg00372.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Felix A. Croes <a href="mailto:felix#dworkin,nl">felix#dworkin,nl</a>, Fri 23 Oct 1998, 01:31 GMT
<UL>
<LI><strong><A NAME="00373" HREF="msg00373.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Darrin Hyrup <a href="mailto:shades#mythicgames,com">shades#mythicgames,com</a>, Fri 23 Oct 1998, 02:32 GMT
<UL>
<LI><strong><A NAME="00387" HREF="msg00387.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Fri 23 Oct 1998, 04:18 GMT
<UL>
<LI><strong><A NAME="00394" HREF="msg00394.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Petri Virkkula <a href="mailto:pvirkkul#iki,fi">pvirkkul#iki,fi</a>, Fri 23 Oct 1998, 12:37 GMT
</LI>
<LI><strong><A NAME="00397" HREF="msg00397.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Darrin Hyrup <a href="mailto:shades#mythicgames,com">shades#mythicgames,com</a>, Fri 23 Oct 1998, 14:51 GMT
<UL>
<LI><strong><A NAME="00412" HREF="msg00412.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Jon Leonard <a href="mailto:jleonard#divcom,slimy.com">jleonard#divcom,slimy.com</a>, Fri 23 Oct 1998, 20:18 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00375" HREF="msg00375.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 23 Oct 1998, 02:52 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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