warren.powell at team.xtra.co.nz
Mon Nov 27 14:21:23 New Zealand Daylight Time 2000
> ----- Original Message -----
> From: "Patrick Dughi" <dughi at imaxx.net>
> To: <mud-dev at kanga.nu>
> Sent: Tuesday, November 21, 2000 12:31 PM
> Subject: Re: [MUD-Dev] "gossip"
> I can think of one reason why - current gaming systems don't
> usually emulate every character that actually exists in a
> If you login to the standard diku, you'd notice that there are no
> children, and except for a barmaid and recpetionist, no women in the
> starting town. Also no houses, or non-substiance-level stores. Etc.
> They're not really even close to towns, but that's okay. Just the
> effort required to be realistic for alot of these learning
> behaviors is
> immense, whereas the effort required to just make them work in a
> reasonable manner is really ...reasonable.
One of the main reasons that this would not be practical is the amount of
processing that would be required for that amount of mobiles each game loop.
One solution to this problem is to set each mobile with a priority level
that is checked each game loop. If this priorty is valid for that loop (i.e.
valid each 3 or 4 loops, or only when PC is in room) then go ahead and
process mobprogs, else skip this mob. When a gossip flag is set, then the
mobs priority increases and they perform a gossip prog to propagate the
message. This primative form ofscheduling would be fairly easy to implement
and could save a hell of a lot of processing time each loop which could be
used for other effects. You could also use this kind of system area-wide, so
the area priority only increases when a PC enters the area and will activate
the areas mobs, but will otherwise remain stagnant.
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