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Re: floating point

daemon@ATHENA.MIT.EDU (Fri Jun 3 18:42:25 1994 )

From: rti@mcs.com (Crispin Bivans)
To: deforest@netcom.com (Robert de Forest)
Date: Fri, 3 Jun 1994 17:35:38 -0500 (CDT)
Cc: coldstuff@MIT.EDU
In-Reply-To: <199406031941.MAA04488@netcom.com> from "Robert de Forest" at Jun 3, 94 12:41:58 pm


> While server-based floating point support would be far faster, it would not
>  be exceedingly difficult to code floating point in-db. This seems to me
>  to be a nicer solution from a server development perspective. Besides,
>  I doubt very much that ColdMUD would be fast enough to be useful as a
>  simulation language. I think you'd be better off writing your simulation
>  in C or C++ and using someone's libraries.

Actually, there is already a Space Simulation running on Micromuse based apon
10 second updates(ships move every 10 secs) with almost 100 'objects' floating
around in space currently that is a hybrid of C(in server) and MUSE code(online)to act as an interface. The C portion of the code currently runs in under one
second every update. I believe Coldmud due to its unique nature would be able
to handle 10 second updates although of course it'd have to been seen to be
known.

Question: Is the C-- code 'compiled' or interpreted during 'runtime'?


> Crag / Robert de Forest
> -- 
> "Mr. Tater, I think I have a punishment for you that is fair, just, and
>  clever. Or maybe just fairly clever."
>     -- King Yakko of Anvilania.

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