<HEAD><TITLE>discuss@charon: [344] in "Coldmud discussion meeting"</TITLE>
<H1>[344] in Coldmud discussion meeting</H1></HEAD>
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<HR><H2>Re: floating point</H2>
<H3>daemon@ATHENA.MIT.EDU (Fri Jun  3 18:42:25 1994
)</H3>
<PRE>
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: &lt;199406031941.MAA04488@netcom.com&gt; from "Robert de Forest" at Jun 3, 94 12:41:58 pm


&gt; While server-based floating point support would be far faster, it would not
&gt;  be exceedingly difficult to code floating point in-db. This seems to me
&gt;  to be a nicer solution from a server development perspective. Besides,
&gt;  I doubt very much that ColdMUD would be fast enough to be useful as a
&gt;  simulation language. I think you'd be better off writing your simulation
&gt;  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'?


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

+=============================================================================+
|Carrie A. Gram                     |              Email: rti@genesis.mcs.com |
|Programmer: C/SQL/68k ML/Muse/Moo  |                  or rti@mcs.com         |
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</PRE>
