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<H1>Re: [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>: Re: [MUD-Dev] i got's a question for yall on the best way to do something..</LI>
<LI><em>From</em>: Marc Hernandez &lt;<A HREF="mailto:marc#ias,jb.com">marc#ias,jb.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 17 Jun 1999 11:03:15 -0700 (PDT)</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, 17 Jun 1999 PartyG2816#aol,com wrote:

&gt; Ok, any of yall familiar with the ROM code base? Tis a text based mud. Well, 

	Not really but that is ok.

&gt; they handle character creation via this big, ugly, confusing state machine.. 
&gt; Hard as hell to find stuff in, and just a bitch to look at.   Well, I've 
&gt; finally got around to starting my own mud in C++, tired of modifying ROM's 
&lt;stuff about character creation snipped&gt;

	But I do know what a big confusing state machine is.  I have a
seperate thread that runs through it. Course I do not have full cc yet but
the principles are the same.  If you are stuck single threaded for some
reason, you could write a little macro language that took a desired
character creation system and created the fsa out of it.  Then the mud
would basically just run the fsa.
	Writing languages to solve problems is always fun.

Marc Hernandez
Test. Test. Hey is this thing on?




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<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>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<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
</LI>
</UL>
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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
<UL>
<LI><strong><A NAME="00828" HREF="msg00828.html">Re: [MUD-Dev] Properties of computer languages</A></strong>, 
Jon Leonard <a href="mailto:jleonard#frost,slimy.com">jleonard#frost,slimy.com</a>, Thu 17 Jun 1999, 15:38 GMT
</LI>
<LI><strong><A NAME="00835" HREF="msg00835.html">Re: [MUD-Dev] Properties of computer languages</A></strong>, 
Mark Gritter <a href="mailto:mark#erdos,Stanford.EDU">mark#erdos,Stanford.EDU</a>, Thu 17 Jun 1999, 15:39 GMT
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</UL></BLOCKQUOTE>

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