[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.
>