a game[s] module -- can it be done?

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A game[s] module, good or bad idea?

good
8
53%
bad
7
47%
 
Total votes: 15

MalcsMan
Posts: 6
Joined: Fri Jun 04, 2004 12:55 am
Location: Pretoria, South Africa
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a game[s] module -- can it be done?

Post by MalcsMan » Fri Jun 04, 2004 10:23 pm

hi,

i'm far from a coder, but can a game[s] module be created?

providing things such as 8ball, numguess, bar, elements, etc.

i spose this is a request?!?!? :oops:

ta
MalcsMan

Solutech
Posts: 296
Joined: Thu Mar 18, 2004 11:38 pm

Post by Solutech » Sat Jun 05, 2004 11:53 am

Why code a module when it can be done via a irc client . Easy enough to code a bot that would respond to triggers such as !8ball etc. Most scripts include the games already.

AngryWolf
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Post by AngryWolf » Sat Jun 05, 2004 2:27 pm

This is my opinion too. I, and perhaps others as well, don't feel like coding hundreds of gaming modules just because "it would be cool", and bots (like Eggdrops) should do this job. For me Games = Services, and not something what is related to the most important functions an ircd should provide.

Syzop
UnrealIRCd head coder
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Post by Syzop » Sat Jun 05, 2004 6:15 pm

Also for security ('least privilege') and bugs (think 'crashbugs') it's much better to have a seperate client do it (eg: a bot) than to implement it in the irc server itself via a module. Plus, you can use a bit higher level programming languages than C ;).

MalcsMan
Posts: 6
Joined: Fri Jun 04, 2004 12:55 am
Location: Pretoria, South Africa
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I now see it clearly...

Post by MalcsMan » Sat Jun 05, 2004 9:40 pm

I see where ur all coming from, and i agree whole-heartedly.
shot for the input!

MM

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