My favorite passage:

<snip>

A significant problem with the current implementation of PSDoom is that
monsters are much more likely to attack each other than expected.  This
causes many windows to mysteriously disappear as the program runs.  For
the same reason, the computer is prone to crashing because certain
processes are vital to the computer's operation and should not be killed.

Many users want a larger variety of monsters in PSDoom.  If larger or more
important processes were represented as larger monsters, it would be
easier to assess the machine load at a glance.  If these monsters were
also more powerful, they would be less likely to be killed by accident and
be more able to defend themselves against the player. Several users made
similar suggestions for altering the appearance of monsters based on
certain attributes.  Processes that take more memory could appear wider,
while those that take more CPU time can appear taller.  Sleeping processes
could be represented by napping monsters.

To address some of these requests, I added code to make some of the more
important processes ``Barons of Hell,'' the largest monsters in the game.
Unfortunately, they had a tendency to quickly kill all of the other
processes, and the user could not interact with processes for more than a
few seconds before his or her avatar is killed.  Making the monsters less
aggressive would allow the user to navigate among processes more easily as
well as make the computer more stable.

</snip>


On Tue, 29 Jan 2002, John Hunter wrote:

>
> The Doom Interface for Process Management
>
> http://www.cs.unm.edu/~dlchao/flake/doom/chi/chi.html
>
> JDH
>
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>

-- 
Erik "Take my root password, please" Curiel
almost web-engineer/would-be philosopher

"The affairs of human beings are not worthy of great seriousness,
and yet we must take them seriously."
                                ---Plato, *The Laws*



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