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This is a discussion on "Windows based MUD code" in the Top Mud Sites MUD Coding forum : I am looking for a mudbase that is native to Windows. Does this even exist? If so, can anyone point me in the correct direction?... |
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#1 |
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I am looking for a mudbase that is native to Windows. Does this even exist? If so, can anyone point me in the correct direction?
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#2 |
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Member
Join Date: May 2002
Posts: 140
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#3 |
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Member
Join Date: May 2002
Posts: 68
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Having worked a little bit with the one posted above, I'd also recommend it.
You can also get the win32 smaug port at www.gammon.com.au - but I don't recommend Smaug, or for that matter, any other Diku/Merc codebases, as they use obsolete techniques, no multi-threading, and are usually a hopeless mess inside. |
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#4 |
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Join Date: Jun 2003
Posts: 113
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What a bizarre comment. You don't need multithreading to write a quality product. (Not that I'm saying Smaug is one.)
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#5 |
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Member
Join Date: May 2002
Posts: 68
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Yeah, but you get a lot less hangups when a player runs a lengthy command. It's good practice to use multi-threading for time consuming commands, which many Diku based MUDs do not.
Just making a comment from the professional coding aspect, is all. I've played plenty of fun MUDs that don't use multi-threading. |
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#6 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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The only thing I can think of that is worth multithreading in most muds is the dns lookup - and that is available as a snippet. I'm sure you're not recommending against using a particular codebase on the basis that it doesn't have a specific snippet installed by default...
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#7 | |
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Join Date: Jul 2003
Posts: 50
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Quote:
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#8 |
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Member
Join Date: Jun 2003
Posts: 113
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Pathfinding's pretty easy to do in real-time.
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#9 | |
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Member
Join Date: May 2002
Posts: 68
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Quote:
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#10 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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Quote:
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#11 |
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Member
Join Date: Jun 2003
Posts: 113
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And aren't LPC muds both implemented in C, and provide a C-like syntax as well?
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#12 |
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Member
Join Date: May 2002
Posts: 68
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Sorry, I should have said: The vast majority of Diku derivs in my experience are both written in C and poorly commented, with inane coding methods. C is of course a perfectly valid language to write a MUD, or really anything with, just in my experience I have yet to find a well-written one.
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#13 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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Quote:
But it wouldn't really be fair to recommend that everyone start from scratch - because while most codebases leave much room for improvement, they're still going to be better than most newcomers would be able to manage. And while they may lack in many ways, Diku derivatives still provide a relatively gentle introduction to mud programming. |
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#14 |
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Member
Join Date: Feb 2003
Location: Bay Area, CA, USA
Posts: 39
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DGD runs just fine on Windows. I don't know if it's "native" specifically to Windows because it's run on that *and* Unix (and several other platforms) pretty much from the beginning. But it works just fine on Windows and has a significant user community.
My favorite page on DGD: "http://phantasmal.sf.net/DGD". Disclaimer: I'm the primary author and maintainer of that page. |
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