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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>: Darrin Hyrup &lt;<A HREF="mailto:shades#mythicgames,com">shades#mythicgames,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 23 Oct 1998 10:42:11 -0400</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
At 09:18 PM 10/22/98 -0700, you wrote:
&gt;On Thu, 22 Oct 1998 22:45:34 -0400 
&gt;Darrin Hyrup&lt;shades#mythicgames,com&gt; wrote:
&gt;
&gt;&gt; IMO, one of the main sufferings of softcode heavy muds is that they
&gt;&gt; use the internal language for too much.  It slows down the server
&gt;&gt; and takes up a lot of CPU, cutting down the number of users one can
&gt;&gt; support and adding delays/lag.  
&gt;
&gt;This is a myth originated by partially competant authors and users of
&gt;softcode servers.  It is a very long way from the truth.  Go have a
&gt;look at properly (ie efficiently) constructed and written softcode
&gt;based MUDs (ColdX and BatMUD are good starters).  Also look at the
&gt;(very few) stats available from Marcus Ranum

It depends on what you're comparing, where, and how you're comparing it.

&gt;  Note: Some statistics for ColdX were posted to this list quite some
&gt;time back by either Brandon Gillespie or Miro.  There are also a few
&gt;quoted messages from Marcus in the archives.
&gt;
&gt;Want the truth?  Well written softcode servers are entirely capable of
&gt;outperforming moderately well written hardcoded servers.  

Hmm... I disagree.  Take, for example, Chris Grey's posts about the
efficiency of his mud language.  Its the fastest I've seen, and its still
12x slower than native code.

Now, that's not a problem when you only use the softcode for things that
not used so much, or when there is a small player base.  But when you code
your event system, I/O, and most all significant interfaces with the
softcode, and you have more than a handful of users on the system, you're
going to see some CPU impact vs hardcode.  I'm used to systems where the
operating goal is to support 1000+ simultaneous users per server without
significant application induced delay.  I hope you're not trying to tell me
that a well written heavy softcode mud will outperform a well written
hardcode mud with 1000+ simultaneous users.

Softcode is nice because it allows a great deal of flexibility, with little
CPU impact, but I still maintain that it should not be used for the
low-level coding, nor for heavily trafficked aspects of the system.  An
intelligent combination of the two would be best.

&gt;&gt; The plug-in solution allows the mud programmer a choice in how they
&gt;&gt; wish to set their system up.  If they wish, they can code more in
&gt;&gt; the internal language, or they can use existing mud-code, or use
&gt;&gt; pre-compiled plugins (or create their own) for speed.  That way
&gt;&gt; neither flexibility nor efficiency are sacrificed, and the server
&gt;&gt; remains as simple and slim as possible.
&gt;
&gt;Such modular systems require what is essence is a message passing
&gt;system for the communication between modules.  It can be difficult
&gt;(witness the Mach micro-kernel) to ensure that the message passing
&gt;overhead does not become a significant fraction of the total
&gt;processing effort.  This will be especially difficult as the number of
&gt;boundary crossings (inter-module) for a modular plug0in-style server
&gt;will be difficult to keep low.

Oh, no doubt.  Seems like a great design challenge to me.

Best,

Darrin


</PRE>

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<li><strong><A NAME="00412" HREF="msg00412.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>
<ul compact><li><em>From:</em> Jon Leonard &lt;jleonard#divcom,slimy.com&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>
<LI><STRONG><A NAME="00387" HREF="msg00387.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#kanga,nu&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="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
<UL>
<LI><strong><A NAME="00380" HREF="msg00380.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, 03:41 GMT
</LI>
<LI><strong><A NAME="00388" HREF="msg00388.html">[MUD-Dev] Re: PDMud (was Re: Bruce Sterling on Virtual Community goals)</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 23 Oct 1998, 07:35 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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