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<channel>
	<title>MUD Reading</title>
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	<link>http://mudreading.com</link>
	<description>MUD News from Around the Web</description>
	<pubDate>Sun, 12 Jul 2009 01:46:33 +0000</pubDate>
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			<item>
		<title>Error with List Iteration</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1778&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1778&unread=1#unread#comments</comments>
		<pubDate>Sun, 12 Jul 2009 01:46:33 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1778&unread=1#unread</guid>
		<description><![CDATA[[code]
     for( bShip = list_ships_hyp.begin(); bShip != list_ships_hyp.end(); )
     {             
        SHIP_DATA *ship2 = *bShip;
        ++bShip;             

        if( ship2-&#62;shipstate == SHIP_HYPERSPACE )
        {               
           log_string( "Updating a hypership" );
           ship2-&#62;hyperdistance -= ship2-&#62;hyperspeed * 2;
           if( ship2-&#62;hyperdistance space == NULL )
]]></description>
			<content:encoded><![CDATA[[code]
     for( bShip = list_ships_hyp.begin(); bShip != list_ships_hyp.end(); )
     {             
        SHIP_DATA *ship2 = *bShip;
        ++bShip;             

        if( ship2->shipstate == SHIP_HYPERSPACE )
        {               
           log_string( "Updating a hypership" );
           ship2->hyperdistance -= ship2->hyperspeed * 2;
           if( ship2->hyperdistance <= 0 )
           {
              ship_to_space( ship2 );

              if( ship2->space == NULL )
]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1778&unread=1#unread/feed/</wfw:commentRss>
		</item>
		<item>
		<title>md5.c / md5.h</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1766&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1766&unread=1#unread#comments</comments>
		<pubDate>Sun, 12 Jul 2009 01:43:46 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1766&unread=1#unread</guid>
		<description><![CDATA[Upgrading it won't hurt, especially since you've not used it yet.

IMC2 is more or less just a chat network for MUDs. There's a few channels on the network people talk to each other on and some service bots that keep up with some news feeds and some of the RSS feeds off the forums. There's no link between the forum itself and the network though.]]></description>
			<content:encoded><![CDATA[Upgrading it won't hurt, especially since you've not used it yet.

IMC2 is more or less just a chat network for MUDs. There's a few channels on the network people talk to each other on and some service bots that keep up with some news feeds and some of the RSS feeds off the forums. There's no link between the forum itself and the network though.]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1766&unread=1#unread/feed/</wfw:commentRss>
		</item>
		<item>
		<title>herein this thread we Introduce Ourselves</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1022&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1022&unread=1#unread#comments</comments>
		<pubDate>Sun, 12 Jul 2009 01:31:16 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1022&unread=1#unread</guid>
		<description><![CDATA[Guess I'll throw my salutations to the community as I introduce myself.

I used to program a long time ago and am getting back into it by writing a MUD server.  I have no illusions of grandeur about what I'm doing; I'm just looking to dust off my programming skills and have a little but of "fun" while doing it.  Ron Penton's book about MUD programming and having enjoyed several MUDs through my gaming lifetime are what brought me to this point.

I started working on Windows but have moved to ]]></description>
			<content:encoded><![CDATA[Guess I'll throw my salutations to the community as I introduce myself.

I used to program a long time ago and am getting back into it by writing a MUD server.  I have no illusions of grandeur about what I'm doing; I'm just looking to dust off my programming skills and have a little but of "fun" while doing it.  Ron Penton's book about MUD programming and having enjoyed several MUDs through my gaming lifetime are what brought me to this point.

I started working on Windows but have moved to ]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1022&unread=1#unread/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Space System Design</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1772&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1772&unread=1#unread#comments</comments>
		<pubDate>Sun, 12 Jul 2009 01:17:29 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1772&unread=1#unread</guid>
		<description><![CDATA[How about a connected graph?

Each node (star) holds vector data about its neighbors, and one to the origin.  Thus, lookup times between adjacent nodes are 1 hop, and lookups between non-adjacent nodes are 2 hops (one from source to origin, one from origin to destination).  To avoid having congestion at the origin, you always do the lookups from the node TO the origin.

You can find the shortest path using A* if you're hopping from star to star, or a straight line if you have enough fuel to ]]></description>
			<content:encoded><![CDATA[How about a connected graph?

Each node (star) holds vector data about its neighbors, and one to the origin.  Thus, lookup times between adjacent nodes are 1 hop, and lookups between non-adjacent nodes are 2 hops (one from source to origin, one from origin to destination).  To avoid having congestion at the origin, you always do the lookups from the node TO the origin.

You can find the shortest path using A* if you're hopping from star to star, or a straight line if you have enough fuel to ]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1772&unread=1#unread/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Two dimensional type lists</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1779&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1779&unread=1#unread#comments</comments>
		<pubDate>Sun, 12 Jul 2009 00:50:19 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1779&unread=1#unread</guid>
		<description><![CDATA[I'm not sure about your terminology. Are you talking about program code to quickly distinguish int foo(int i) from int foo(string j) ?]]></description>
			<content:encoded><![CDATA[I'm not sure about your terminology. Are you talking about program code to quickly distinguish int foo(int i) from int foo(string j) ?]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1779&unread=1#unread/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Looking to hire the following</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1714&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1714&unread=1#unread#comments</comments>
		<pubDate>Sat, 11 Jul 2009 23:10:15 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1714&unread=1#unread</guid>
		<description><![CDATA[As has already been heavily implied, if not stated outright, most programmers (the ones I know, at least) don't like doing things if they are not interesting in and of themselves.  I don't generally like thinking about something for more than 10-30 seconds if it isn't inherently interesting.  Explaining things to other people can fall into the range of "interesting", but trying to teach people things when they don't have at least a basic grasp of them is at best disinteresting and at worst hopel]]></description>
			<content:encoded><![CDATA[As has already been heavily implied, if not stated outright, most programmers (the ones I know, at least) don't like doing things if they are not interesting in and of themselves.  I don't generally like thinking about something for more than 10-30 seconds if it isn't inherently interesting.  Explaining things to other people can fall into the range of "interesting", but trying to teach people things when they don't have at least a basic grasp of them is at best disinteresting and at worst hopel]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1714&unread=1#unread/feed/</wfw:commentRss>
		</item>
		<item>
		<title>need new host for old mud :)</title>
		<link>http://lpmuds.net/forum/index.php?topic=1023.0</link>
		<comments>http://lpmuds.net/forum/index.php?topic=1023.0#comments</comments>
		<pubDate>Sat, 11 Jul 2009 13:13:33 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://lpmuds.net/forum/index.php?topic=1023.msg5498#msg5498</guid>
		<description><![CDATA[
Heya!<br /><br />Broken World lost its host a while back and has been in coma since, sadly enough. Anyway, the administration have decided to make yet another effort. So... We have no longer any possibilities of having a free host over at our university. We are b...
			]]></description>
			<content:encoded><![CDATA[
Heya!<br /><br />Broken World lost its host a while back and has been in coma since, sadly enough. Anyway, the administration have decided to make yet another effort. So... We have no longer any possibilities of having a free host over at our university. We are b...
			]]></content:encoded>
			<wfw:commentRss>http://lpmuds.net/forum/index.php?topic=1023.0/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Weakref</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1771&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1771&unread=1#unread#comments</comments>
		<pubDate>Sat, 11 Jul 2009 13:04:58 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1771&unread=1#unread</guid>
		<description><![CDATA[[quote=Grimble]However, doesn't it make the utility of weak reference in Ruby rather questionable if it isn't cleared when the object it references is reset? [/quote]

Oh that part is guaranteed.  Maybe I should correct my last sentence:
"The only guarantee is the [s]Weakref[/s] reference [b]may[/b] be a candidate for collection, not that it [b]will[/b] be. "

[quote=Grimble] I use weak and strong references in C++, and their deterministic behavior is crucial.  One example is a timer that e]]></description>
			<content:encoded><![CDATA[[quote=Grimble]However, doesn't it make the utility of weak reference in Ruby rather questionable if it isn't cleared when the object it references is reset? [/quote]

Oh that part is guaranteed.  Maybe I should correct my last sentence:
"The only guarantee is the [s]Weakref[/s] reference [b]may[/b] be a candidate for collection, not that it [b]will[/b] be. "

[quote=Grimble] I use weak and strong references in C++, and their deterministic behavior is crucial.  One example is a timer that e]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1771&unread=1#unread/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Trigun mud wants you!</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1777&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1777&unread=1#unread#comments</comments>
		<pubDate>Sat, 11 Jul 2009 02:47:11 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1777&unread=1#unread</guid>
		<description><![CDATA[Hello world of Mudders,

	This is a message asking for possible recruitment of builders and idea givers for Trigun Mud!
Although we are moving at a decent pace currently, I would like to possibly find some help with building projects. Game code is currently getting close to the mark of beta opening, so I would really love to get some areas pumped out.

	I know that a alpha mud isn't to appealing, but allow me to say this now, I am very serious about this mud, and it will open, I just hope s]]></description>
			<content:encoded><![CDATA[Hello world of Mudders,

	This is a message asking for possible recruitment of builders and idea givers for Trigun Mud!
Although we are moving at a decent pace currently, I would like to possibly find some help with building projects. Game code is currently getting close to the mark of beta opening, so I would really love to get some areas pumped out.

	I know that a alpha mud isn't to appealing, but allow me to say this now, I am very serious about this mud, and it will open, I just hope s]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1777&unread=1#unread/feed/</wfw:commentRss>
		</item>
		<item>
		<title>skill/spell levels vs. different skills/spells</title>
		<link>http://www.mudbytes.net/index.php?a=topic&t=1748&unread=1#unread</link>
		<comments>http://www.mudbytes.net/index.php?a=topic&t=1748&unread=1#unread#comments</comments>
		<pubDate>Fri, 10 Jul 2009 23:25:47 +0000</pubDate>
		<dc:creator>someone</dc:creator>
		
		<category><![CDATA[MUD Forums]]></category>

		<guid isPermaLink="false">http://www.mudbytes.net/index.php?a=topic&t=1748&unread=1#unread</guid>
		<description><![CDATA[[quote=Hades_Kane]Eating, drinking, movement points, the need for lights at night in outside rooms...  I've done away with all of that.  There are a lot of things like that which seemed to be unnecessarily annoying.  I can understand some gameplay designs that might make use of movement points, and I can see why some area designs might like to make use of dark rooms, but in the general sense, all of those always seemed to hamper the game than enhance it in my opinion.  Besides, its entirely poss]]></description>
			<content:encoded><![CDATA[[quote=Hades_Kane]Eating, drinking, movement points, the need for lights at night in outside rooms...  I've done away with all of that.  There are a lot of things like that which seemed to be unnecessarily annoying.  I can understand some gameplay designs that might make use of movement points, and I can see why some area designs might like to make use of dark rooms, but in the general sense, all of those always seemed to hamper the game than enhance it in my opinion.  Besides, its entirely poss]]></content:encoded>
			<wfw:commentRss>http://www.mudbytes.net/index.php?a=topic&t=1748&unread=1#unread/feed/</wfw:commentRss>
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