Multi-Metaverse with distributed revision control
I'm thinking that carrying around a digital audio recorder will be necessary when I go out with Jean-Paul or Glyph. A podcast would be way easier than a blog. So, Divmod Imaginary.
This is what Imaginary will be in N years: a Guy runs an Imaginary server. He makes an agreement with another Guy running a different Imaginary server to put a portal between their worlds. They want to allow players to take their horses with them between the worlds, but they disagree about the appropriate power of weaponry in their worlds, so while they allow players to carry Swords between the realms they don't allow them to use them to their usual effect.
This should be supported by the infrastructure: code will be transferred to the host that needs it when necessary, and that code will be run with capabilities configured by the contract between the two Guys. Restricted execution is facilitated either but a custom runtime or via a restricted PyPy-based interpreter.
We'll be storing the code in the database, of course, and using bzrlib so it's not just a glob of unversioned crap. So, when Guy B modifies the Horse class so that it supports the new action "pet" and Guy A modifies the Horse class so that it supports various lengths of hair, either guy can "merge Horse from Guy B" or "merge Horse from Guy A" to get the others' changes without overwriting their own.
Is that it? Anyway, please start working with us on Imaginary.
2 comments:
You guys do know about crochet, right?
It seems like there would be some problems here. If one metaverse allowed your sword (or any other object) to have a defined maximum power or worth, and that worth was difficult to obtain (took a long time to work up to) ... and in some other world the maximum was higher, you could go to the other world, earn your points, then take it back to your original world and have a bonus if the transfer was straight across. Even if the transfer was proportional-of-maximum, it would still be possible to go to a place where points were easier to obtain, and then transfer them back.
I just tend to think anything like that would, if objects had any value at all (not even economic) to a lot of arbitrage and "gaming" of the system, and people going back and forth between worlds to get things where it's easier.
Maybe that's not a bad thing, maybe it's just a consequence of having linked worlds with distinct economies, but i think it's worth considering.
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