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Come help with some flexible, powerful code.  ColdC supports web based apps as well, and most of the ones I have seen up and running have their own built in access to the game through the web.  Still graphics, http links, the whole nine yards, appear to be quite within the scope of this program. Here's some general info: Name: ColdC Pros: Makes no assumptions about the type of game you want to make (it doesn't even assume you necessarily want to make a game).  No restrictive licensing.  Lends itself well to the creation of persistent virtual worlds.  ...



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Old 06-03-2006, 04:37 PM   #1
Shane
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Come help with some flexible, powerful code.  ColdC supports web based apps as well, and most of the ones I have seen up and running have their own built in access to the game through the web.  Still graphics, http links, the whole nine yards, appear to be quite within the scope of this program.

Here's some general info:

Name: ColdC
Pros: Makes no assumptions about the type of game you want to make (it doesn't even assume you necessarily want to make a game).  No restrictive licensing.  Lends itself well to the creation of persistent virtual worlds.  Disk-based memory.  Objects can be reprogrammed on the fly without having to reboot and without having to destroy and reload the objects.

Cons:  Spotty documentation.  Be prepared to do a lot of low-level work with the core (lib) before you have anything resembling a game to work with.

License:  Not GPL, but something a little more open even than that.  The site below may have some code added they are not up to sharing, but basic ColdC is about as wide open availability wise as it gets.  I will work on a more accurate answer to the precise licensing soon, but it can be found on the original website, http://cold.org/ .

ColdC most closely resembles the MOO programming language, but is probably just as accessible to anyone familiar with LPC. There are a couple of minimal cores available for anyone wanting to essentially build a core from scratch.

The driver handles incoming and outgoing network connections, but leaves just about everything else to the code in the core. This leaves a mud developer with a lot more work than would be required with most of the more popular LP libs, but nowhere near the level of work that would be required to develop a mud from scratch in C/C++.

Here's a handy place to find humans to talk to about it.
http://www.coldc.com/epoch/
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