[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 
 > 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, 
 > 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).


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