[OT] MUD building
Sean
picasso@madflower.com
Mon, 2 Oct 2000 09:17:38 -0400 (EDT)
Well I wasn't exactly thinking they would be writing the internal parts,
but the rooms/objects could be python-like. At least the mud's I have
programmed on were essentially a hacked version of C. It's actually how
got the hang of C. My first project was a roommaker tool, which was
straight C. I only play LP muds, and Diku's/Circles are actually set up
different. This maybe resulting in the confusion.
On 2 Oct 2000, Ben Pfaff wrote:
> Sean <picasso@madflower.com> writes:
>
> [...about writing a MUD...]
> > It would be a good "beginner" coding project for people wanting to learn
> > Python. I do see a lot of benefits from the project.
>
> I pity the "beginner" who tries to write a MUD. Writing a MUD is
> a nontrivial endeavour, involving (at least) the following
> issues:
>
> * State machine coding, if single-threaded, or
> synchronization issues, if multithreaded/multiprocess.
>
> * Natural language processing.
>
> * Network interfaces (probably want an integrated TELNET
> server).
>
> * Database management, for managing the world environment.
>
> * Real-time processing, for handling turns.
>
> * If graphical: network protocol design and multiplatform
> GUI design.
>
> * If extensible: compiler & interpreter design, for an
> embedded programming language. (If writing in Python
> you could probably sidestep this requirement, but you
> still have to worry about security issues in that case,
> if you allow high-level users to modify the
> environment.)
>
> * File format design, for checkpointing the database.
>