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- Newsgroups: sci.virtual-worlds
- Path: sparky!uunet!wupost!tulane!darwin.sura.net!mips!cs.uoregon.edu!nntp.uoregon.edu!news.u.washington.edu!milton.u.washington.edu!hlab
- From: petersom@ucsu.Colorado.EDU (Mark Peterson)
- Subject: Re: TECH: world description
- Message-ID: <1992Aug13.173259.14955@ucsu.Colorado.EDU>
- Originator: hlab@milton.u.washington.edu
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Colorado, Boulder
- References: <1992Jul17.185842. <1992Aug7.083907.29689@u.washington.edu>
- Date: Thu, 13 Aug 1992 17:32:59 GMT
- Approved: cyberoid@milton.u.washington.edu
- Lines: 71
-
-
-
- dstamp@watserv1.uwaterloo.ca (Dave Stampe-Psy+Eng) writes:
-
- >rmg53668@uxa.cso.uiuc.edu (Ryan M. Grant) writes:
- >
- >>I've been "MUDDing" before and they really have all these problems
- >>solved (to their satisfaction anyway). I know people rip MUDS all the
- >>time, but all these places (especially the better, non-goal-oriented)
- >>need is a kick butt interface. They usually use ownership as criteria
- >>for control. If you made the table, you can make it fly. There are
- >>pre-built areas open to the public, and they have sensible
- >>restrictions based on location (past, present, future). Those places
- >>usually obey physics more than others (no teleportation).
- >
- >The MUD is actually the inspiration for Bernie's and my ideas of
- >object ownership (Bernie has used MUDs, I haven't). Of course, you do
- >have a few control rules for an object: presumably, these are sent to
- >you along with the ownership of an object.
- >
- >>I don't see why we don't just throw the stuff to the public
- >>(ourselves) and see what happens.
- >
- >Indeed. The MUD concept is basically the first cyberspace-- add 3D
- >graphics, worldwide sharing etc. and the media will be crawling all
- >over the thing. Bernie and I would like to get a prototype together
- >rather quickly (at the PC end) and sort of "grow" the rest of the net
- >through incremental development. After all, the changes will be
- >largely transparent to the low-power end user, and would mostly affect
- >those high-end network controlling devices.
-
- I think MUDDs are a step in the general direction of Cyberspace,
- however, I see a few MAJOR draw-backs to this type of environment.
- The problem I see lies in creating security for such a system. For
- those of you whom are not familiar with how the object-oriented system
- of how a mud works, it is as follows.
-
- 1) The user types some command.
-
- 2) The system then looks for a procedure that handles that command.
-
- 3) ***Here's the problem.*** The system starts in your inventory,
- looking for an object to handle that command, then it goes to
- the inventory of the room...this could be your player object, or
- some object lying in the room, next it goes to the environment itself.
- If it goes all of the way through this list, and can't find the
- command, it will give you an error.
-
- Here's why this is a problem. If you override some command, in for
- example an object in your inventory, it will never get to the
- environment. This is bad, because a net-runner could override your
- security also, which is embedded in the system, simply by calling the
- base-level procedures or creating his own to run on your system.
-
- An argument to this would be that you could imbedd security checking
- in your base level code, but this will both slow down your machine and
- be expensive. Also, if ever even 1 copy of your custom software got
- out to the rest of the net, your security measures would be useless.
- Also, you would have difficulty sharing data with the rest of the net.
-
- This is a common problem on Muds, when people become wizards, they
- sometimes try to write objects which give them administrative access.
-
- Anyway, this is the major problem I see. Any ideas???
-
- Mark Peterson
-
- ---------------------------------------------------------------------------
- Mark Peterson petersom@ucsu.Colorado.edu
- "To every locked room,
- there's an open door."
-