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Re: floating point

daemon@ATHENA.MIT.EDU (Sat Jun 4 02:39:14 1994 )

Date: Sat, 4 Jun 1994 02:33:59 -0400 (EDT)
From: "Mike 'uhh.. huh.. huh huh' Wilson" <mike@offroad.async.vt.edu>
To: Crispin Bivans <rti@mcs.com>
Cc: Robert de Forest <deforest@netcom.com>, coldstuff@MIT.EDU
In-Reply-To: <m0q9hpy-000BcdC@mercury.mcs.com>

On Fri, 3 Jun 1994, Crispin Bivans wrote:

> > 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.

TrekMOO has a space simulation system running on variable updates.  Movement
is only computed when reqested by the moving object.  Each object has a 
variable update time.  Planets, etc. don't move at all, while ships move 
on a roughly 2 second update.  With over 40 objects in space, we do 
experience `code lag' from time to time (which the code is made to 
compensate for), but you mus realize, that 1) its a MOO :) 2) 95% of the 
code is in db.  The only in-server routines are the ones necessary for 
floating point calcs. (not nearly as important to a space simulation as 
you'd think)

mike@offroad.async.vt.edu | It's difficult to kiss a woman one moment, and
mwilson@csugrad.cs.vt.edu | then kill her the next.
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