[MUD-Dev] Collecting ideas for a MUD server... (fwd)
justin at mlstoday.com
Tue Dec 21 17:30:30 New Zealand Daylight Time 1999
> Wesley: I crossed your post to MUD-Dev for further comment.
> ------- Forwarded Message
> From: "Wesley W. Terpstra" <terpstra at 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. :-)
Not a bad idea. Press the limits though and make it expandable. Use plugins,
new technologies (ActiveX), different network protocols, etc... If your
making a new one then go for broke.
> 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.
Sounds nice. I programmed an ActiveX scripting language that I then connect
to through a plugin. It handles all basic arithematic and the such. The actual
RexxScript, DigiScript (mine), as DLLs (must support custom interfaces), as
ActiveX controls (also must support custom interfaces), and as TCP/IP servers
that return formatted control streams.
> 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.
I don't know about existing muds that support too many of those things. I've
coded a plugin driver that accepts different types of plugins that interact
and create a game. Several of these plugins support multithreaded users.
A couple of export plugins use DirectPlay over the Internet and DirectX
streams with personally coded clients to stream 3D arenas (very small).
These clients therefore use quite a bit of the clients processors. And one
plugin if used properly and installed on all clients can create a MUD without
any server at all. Just the users.
The PGP thing is neat and I haven't thought about that one yet. It would be
neat, but negotiating a character through PGP isn't as easy as it sounds.
using my WORMHOLE plugin you can easily connect multiple servers that are
all running a WORMHOLE program. I've used this for several space type games
I've created with my plugins.
> Thanks alot.
> - ---
> E-mail: terpstra at interchange.ubc.ca Host: iota.dhs.org
> PGP key: hkp://firstname.lastname@example.org
[End JC Lawrence]
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