[ LiB ] |
In this chapter, you learned about the various flexible data structures that are part of the BetterMUD. By now, these concepts should be familiar to you, since I've explained how they work before.
Using a scripting language is a nice and powerful way to enhance the flexibility of your game, as I hope you'll see in the upcoming chapters.
NOTE
The Command objects returned by the database are always new, and it is up to the character who requested the objects to delete them when he's finished.
In the next chapter, I show you the overall game logic and how to actually use these classes to start putting together a solid MUD.
[ LiB ] |