[Coldstuff] ColdHell

Frank Crowell coldstuff@cold.org
Wed, 17 Jul 2002 13:57:12 -0700


----- Original Message -----
From: "Adam Cormany" <acormany@yahoo.com>
To: <coldstuff@cold.org>
Sent: Wednesday, July 17, 2002 12:43 PM
Subject: Re: [Coldstuff] ColdHell


> I would love to see ColdHells code as well! I
> currently have my own version of Cold/Genesis that I
> have been working on for 2 or 3 years now, making my
> own version of MUD, online builder, etc. I have all
> the prototypes finished and an internal directory/file
> structure. My Cold basically looks like a ColdUNIX:)

Is that like the MudOS/Lima internal file system?  The LPmuds had an
interesting way of working with files that included the ability to
dynamically load various files and unload them. You could also cd into the
world directory and goto the file which of course resulted in the room being
loaded.
>
> My one huge setback I've been having is fighting and
> mobile movement, and I would love to see ColdHell to
> get another point of view for coding it. The way I'm
> currently doing it, it is way too slow and if I load
> 1000 mobiles, the system basically hangs from so much
> lag from operations.
>

I am not clear on what it would take to handle a heavily populated, animated
world.  I saw the death of Gods Net (if I remember the name correctly) on
LambdaMOO die because it was too much for the server.  Even LPMuds started
to show signs of poor performance when they had mobs that did too much.
Dikus probably did a little better because there was no interpeted coded.

At some point maybe this becames a server issue and not a database issue.

frank