Fighting Absurdity With Absurdity:
THIS SITE AND ALL CONTENT THEREIN IS ENTIRELY PERSONAL IN NATURE; THEREFORE THE OPINIONS, COMMENTS, BELIEFS, ET CETERA THEREIN MAY NOT BE CONSTRUED AS BEING THAT OR ENDORSED BY ANY EMPLOYER OF MINE, PAST, PRESENT OR FUTURE, THOR, MARS, THE FLYING SPAGHETTI MONSTER, OR THAT BUM WHO JUST BILKED YOU OUT OF A CIGARETTE. BY THE WAY, THAT DUDE MAKES MORE PANHANDLING THAN YOU DO AT YOUR OFFICE JOB.
640k ought to be enough for anybody.
It’s 2010. Start acting like it.
This post brought to you by drug-induced feverish dreams (or nightmares) involving C.
It’s 2010.
Do you know how long it’s been since a two-CPU Pentium 2/400 box was insanely expensive and top of the line?
Do you realize that you can get several gigabytes of RAM for the price of an iPod?
Why the hell are so many text-based games – especially the new ones – still failing to be persistent? Why isn’t everything in memory, dumped regularly? Your bog standard MUD – assuming a popular codebase – was designed when memory was at a premium. Back in the days when a few thousand player files could actually eat a significant chunk of RAM. But you know what? MUSHes and MOOs were already keeping everything in memory.
What’s the excuse?
I’m going to guess tradition and/or laziness. Whatever. It’s 2010. Administrators, stop acting like it’s 1995. Make your worlds persistent. Let me hide an object in some random room, only to retrieve it months later.
Note: Still working out comments/etc. theming. Please ignore the ugliness.