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<H1>[MUD-Dev] i got's a question for yall on the best way to do something..</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] i got's a question for yall on the best way to do something..</LI>
<LI><em>From</em>: <A HREF="mailto:PartyG2816#aol,com">PartyG2816#aol,com</A></LI>
<LI><em>Date</em>: Thu, 17 Jun 1999 02:55:02 EDT</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Ok, any of yall familiar with the ROM code base? Tis a text based mud. Well, 
they handle character creation via this big, ugly, confusing state machine.. 
Hard as hell to find stuff in, and just a bitch to look at.   Well, I've 
finally got around to starting my own mud in C++, tired of modifying ROM's 
and Oblivions yadda yadda, and gotten to the point where I need to figure out 
a way to handle this.. The only way I know of doing it is via a big ugly 
state machine like ROM and most of the other's that I've seen use.. Mainly 
the Diku derivatives.  What are some other ways a person might go about doing 
it? Any input would be greatly appreciated.. And if you need more info on 
what I'm talking about, just ask and I'll try to supply ;-)

Thanx,
JD



_______________________________________________
MUD-Dev maillist  -  MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>


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<li><strong><A NAME="00840" HREF="msg00840.html">Re: [MUD-Dev] i got's a question for yall on the best way to do something..</A></strong>
<ul compact><li><em>From:</em> Marc Hernandez &lt;marc#ias,jb.com&gt;</li></ul>
<li><strong><A NAME="00838" HREF="msg00838.html">Re: [MUD-Dev] i got's a question for yall on the best way to do something..</A></strong>
<ul compact><li><em>From:</em> "Jim Clark" &lt;somewhere#sprint,ca&gt;</li></ul>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] i got's a question for yall on the best way to  dosomething..</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00860" HREF="msg00860.html">Re: [MUD-Dev] i got's a question for yall on the best way to  dosomething..</A></strong>, 
Jp Calderone <a href="mailto:exarkun#flashmail,com">exarkun#flashmail,com</a>, Sat 19 Jun 1999, 03:23 GMT
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<LI><strong><A NAME="00844" HREF="msg00844.html">Re: [MUD-Dev] i got's a question for yall on the best way to dosomething..</A></strong>, 
PartyG2816 <a href="mailto:PartyG2816#aol,com">PartyG2816#aol,com</a>, Thu 17 Jun 1999, 23:36 GMT
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</ul>
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<LI><strong><A NAME="00841" HREF="msg00841.html">[MUD-Dev] Game Design [Simulation]</A></strong>, 
Justin Lockshaw <a href="mailto:JustinL#HQ,Autoweb.com">JustinL#HQ,Autoweb.com</a>, Thu 17 Jun 1999, 21:48 GMT
<LI><strong><A NAME="00837" HREF="msg00837.html">RE: [MUD-Dev] Different approaches?</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 17 Jun 1999, 18:31 GMT
<LI><strong><A NAME="00834" HREF="msg00834.html">[MUD-Dev] i got's a question for yall on the best way to do something..</A></strong>, 
PartyG2816 <a href="mailto:PartyG2816#aol,com">PartyG2816#aol,com</a>, Thu 17 Jun 1999, 15:38 GMT
<UL>
<LI><strong><A NAME="00838" HREF="msg00838.html">Re: [MUD-Dev] i got's a question for yall on the best way to do something..</A></strong>, 
Jim Clark <a href="mailto:somewhere#sprint,ca">somewhere#sprint,ca</a>, Thu 17 Jun 1999, 21:48 GMT
</LI>
<LI><strong><A NAME="00840" HREF="msg00840.html">Re: [MUD-Dev] i got's a question for yall on the best way to do something..</A></strong>, 
Marc Hernandez <a href="mailto:marc#ias,jb.com">marc#ias,jb.com</a>, Thu 17 Jun 1999, 21:48 GMT
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<LI><strong><A NAME="00827" HREF="msg00827.html">[MUD-Dev] 3D Anarchy</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 17 Jun 1999, 15:37 GMT
<LI><strong><A NAME="00826" HREF="msg00826.html">[MUD-Dev] Properties of computer languages</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 17 Jun 1999, 08:19 GMT
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</UL></BLOCKQUOTE>

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