[vworld-tech] VWorld Axioms
ceo
ceo at grexengine.com
Tue Apr 13 08:40:23 PDT 2004
Jim Purbrick wrote:
>>-----Original Message-----
>>From: J C Lawrence [mailto:claw at kanga.nu]
>>
>>
>>>What are the axioms of virtual worlds?
>>
>>Such would seem more on-topic for MUD-Dev than this list.
>
>
> So what is on topic for this list? Maybe "broadest definition of a
virtual
> world" would be a better phrase. Knowing what people consider to be a
> virtual world and which statements hold true for all virtual worlds seems
> like a reasonable precursor to a discussion about virtual world tech,
which
> must be what this list is about? Does virtual world mean MUD? MMO?
> Graphical? Text? P2P? Client-Server? What is our common ground and
what can
> we agree on as a starting point for discussion?
The way I interpreted the comment was that "axioms of vw" is a
conversation best handled on MUD-DEV, then when it has come to some
conclusions and wants to start talking about "technology to
implement/support said axioms" it's more appropriate to move back here.
My understanding of Bruce's intent with this list was to focus on
technology issues - in contrast to MUD-DEV's frequently philosophical
and psychological content - discussions on performance, design,
architecture, *hardware*, *software*, languages, coding-patterns, hard
implementation limits ("we've discovered we're saturating our T-3, and
are trying to think of a way of lowering BW usage"), etc etc etc.
Shrug. But that's just a general impression (and I haven't re-read the
charter recently to check).
Adam
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