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[MUD-Dev] Collecting ideas for a MUD server... (fwd)




Wesley: I crossed your post to MUD-Dev for further comment.

------- Forwarded Message

From: "Wesley W. Terpstra" <terpstra#iota,dhs.org>
Newsgroups: rec.games.mud.admin
Subject: Collecting ideas for a MUD server...
Date: Tue, 21 Dec 1999 11:35:13 +0000

Some friends and I were thinking about writing a new MUD server from
scratch and I thought it would be wise to collect information from
people who have been running&coding them. :-)

Our plans (at present) are to make a compiler/interpreter for a custom
OO language and build the actual MUD completely in this language. As I
understand it, MOO already takes this approach. What I would like to
gather is a list of features that people consider essential to a MUD
programming language.

I also wanted to know of what MUDs currently implement any of the
following: multithreading, guis, exploiting client processors, pgp
certificates about players so their characters can move from one server
to another w/o the two servers ever talking directly.

Thanks alot.

- ---
E-mail: terpstra#interchange,ubc.ca        Host: iota.dhs.org
PGP key: hkp://wwwkeys.us.pgp.net/terpstra#interchange,ubc.ca
         http://www.iota.dhs.org/pgp-keys/terpstra.pgp

------- End of Forwarded Message



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