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  disk-based mud  (Read 1892 times)
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Offline MickeyB

Senior Member




my game will work, my game will work!


« Posted 2004-01-13 23:09:40 »

opinions?  

I have coded 2 diferent systems, both ram based.  I have considered(just to do it, like climbing that mountain) building a disk-based version.  


MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline kevglass
« League of Dukes »

JGO Kernel


Medals: 54
Projects: 20


Mentally unstable, best avoided.


« Reply #1 - Posted 2004-01-14 05:47:33 »

Could you be a bit more specific on what you mean?

A) At runtime the game is always synced to disk?
B) At runtime the game is in RAM, but then persisted to disk at certain key points?
C) Something else all together?

Kev

Offline Breakfast

Senior Member




for great justice!


« Reply #2 - Posted 2004-01-14 09:16:04 »

Perhaps he is diversifying from a game where you play a male sheep to one where you play an inanimate circular object?  Grin
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Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #3 - Posted 2004-01-14 10:03:26 »

Quote
Could you be a bit more specific on what you mean?


Normally, IIRC, a disk-based MUD is one where you use HD + RAM instead of just RAM, thereby implementing your own memory-management system; this is a good opportunity to also implement semi-continuous synch to disk, so both your A and B often go hand in hand.

MUD's often have hundreds of thousands (sometimes millions) of mud-objects; the OS isn't anywhere near as intelligent at managing this as the MUD could be, and paging performance can be improved considerably. The last time I tried this, I found the same was still true of java (1.2.x I think) - that if you know a lot about the lifecycle of your "objects" (which may or may not be implemented on a 1-1 mapping with java objects) you can do a lot better virtual mem mgmt than OS + JVM would do for you automatically. Then again, some OS's (e.g. linux) can be incredibly bad at virtual mem mgmt even today, so this is not saying much!

malloc will be first against the wall when the revolution comes...
Offline MickeyB

Senior Member




my game will work, my game will work!


« Reply #4 - Posted 2004-01-14 11:48:41 »

blahblah... is where I think I am trying to go.  I guess to rephrase my question...

What is a good, baseline for when an object should go back to disk and out of ram?  Obviously if there is noone near that room, the room and static objects(non-mobiles) in that room don't need to be in ram yet.


MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #5 - Posted 2004-01-14 12:29:54 »

Quote

What is a good, baseline for when an object should go back to disk and out of ram?  Obviously if there is noone near that room, the room and static objects(non-mobiles) in that room don't need to be in ram yet.


1. Go to kanga.nu
2. Subscribe to MUD-DEV mailing list
3. Post this question there
4. Await detailed feedback from lots of other MUD-developers. Although, if it's been asked before on the list, you should google for

"MUD-DEV" disk-based [etc]

although if someone on-list rmembers a thread on it, they'll probably provide links and possibly search-terms.

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #6 - Posted 2004-01-14 12:30:15 »

Quote
Perhaps he is diversifying from a game where you play a male sheep to one where you play an inanimate circular object?  Grin



P.S. LOL

malloc will be first against the wall when the revolution comes...
Offline MickeyB

Senior Member




my game will work, my game will work!


« Reply #7 - Posted 2004-01-14 16:56:22 »

thanks!

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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