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<H1>[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Some thoughts on languages and users - was: Ma</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Tue, 5 May 98 22:02:19 MST</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
[Adam W:]
:It seems that this would be a natural place to actually write the client's
:interface itself in mud-language plus a few commands to pop up different
:sorts of widgets, along the lines of tk/tcl perhaps.  I did something like
:this on my last commercial project.  The game's map editor began as a
:simple console where I could type commands and edit scripts (which were
:similar to shell scripts - the regular list of commands for interacting
:with the game map, plus a few conditionals/loops etc).  When everyone but
:me started whining for a mouse interface I coded up some simple slider,
:dialog, and button types that could have an attached script.  Thus it was
:pretty easy to do favorites buttons, or bookmark holders, or whatever,
:since each script could have its own local variables and such.

This sounds interesting. It would be incompatible with my current server,
unfortunately, but I do like the idea. I'll have to try to see if I can
build the Java stuff in such a way that I can enable that kind of greater
flexibility when the server is ready to support it. Hmm. Could work. Right
now there are special MUD-code routines called up in the server (they are
attached to the character) when certain user interface events happen (entering
a command line, hitting a numeric keypad key, clicking on a "mouse button",
clicking within a "mouse region"). That set could be arbitrarily expanded,
by just having a way to identify the event (as specified by MUD-code that
tells the client what interface elements to create), and then calling MUD-code
specifically setup for that event. The only real difference to the server is
that the classes are now MUD-code determined, rather than fixed. A client
with that kind of generality could easily be temporarily restricted to just
send the initial fixed set, until everything is up to speed.

Sigh - more work! :-)

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA


-- 
MUD-Dev: Advancing an unrealised future.

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] client UI written in server's language (was Re: Some thoughts...)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00414" HREF="msg00414.html">[MUD-Dev] client UI written in server's language (was Re: Some thoughts...)</A></strong>, 
Erik Ostrom <a href="mailto:eostrom#research,att.com">eostrom#research,att.com</a>, Wed 06 May 1998, 00:07 GMT
</LI>
</ul>
<LI><strong><A NAME="00428" HREF="msg00428.html">[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 06 May 1998, 18:53 GMT
<UL>
<LI><strong><A NAME="00432" HREF="msg00432.html">[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Wed 06 May 1998, 19:26 GMT
<UL>
<LI><strong><A NAME="00508" HREF="msg00508.html">[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 11 May 1998, 22:53 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00417" HREF="msg00417.html">[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 06 May 1998, 05:33 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00329" HREF="msg00329.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 02 May 1998, 17:17 GMT
<UL>
<LI><strong><A NAME="00368" HREF="msg00368.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 04 May 1998, 13:23 GMT
</LI>
<LI><strong><A NAME="00429" HREF="msg00429.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 06 May 1998, 18:57 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00356" HREF="msg00356.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 04 May 1998, 08:29 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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