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<H1>[MUD-Dev] Re: PDMud thread summary</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: PDMud thread summary</LI>
<LI><em>From</em>: "Adam J. Thornton" <<A HREF="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</A>></LI>
<LI><em>Date</em>: Thu, 22 Oct 1998 12:30:21 -0400</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Thu, Oct 22, 1998 at 02:04:00PM +0200, Niklas Elmqvist wrote:
> A tentative attempt at work division:
> a) Driver/Core/Server: the base core, specifications, design,
> protocols, inter-module communication, etc. The foundation, in
> other words.
> b) Modules: language VMs, DB handlers, on-line building, etc
> c) Lib: world, quests, puzzles, mobs, etc
> Everything below item a) should be designed to be "easily" replacable to
> make a wholly different kind of game, meaning the driver should be
> flexible enough to support *any* kind of game, from a high fantasy
> text-based MUD to a cyberpunk 3D graphics MMPOG.
So a) should basically be the specification of the client-server protocol
and the connection manager, right? This would be the layer that specifies
how player connections talk to the central server--which can then
distribute those connections as it sees fit, or handle them all itself? I
guess you'd also need authentication of connections and encryption routines
to also be hooked into this layer, although they can be implemented as
higher-level drop-ins. That is, this layer needs to have an API it calls
to decode the bytestream before passing it on to the engines that sit at
level b). Actually, I suppose you could just pass the raw bytestream up to
b. But you would need to make sure that the connection was allowable via
some sort of authentication down here.
> Needless to say, development of these areas cannot start at the same time.
> The inter-module communication and standard calling conventions must be
> resolved before anyone can start building modules, for example.
>
> If this is something we can use as a starting point, allow me to
> immediately register my interest in the a) area (with the option of
> getting on b later on). I'm especially thrilled about the design of a
> flexible system like this.
I've got some thoughts and some working but currently really ugly code for
a multithreaded/multiprocess design at level a).
Adam
--
adam#princeton,edu
"There's a border to somewhere waiting, and a tank full of time." - J. Steinman
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<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="00345" HREF="msg00345.html">[MUD-Dev] PDMud thread summary</A></STRONG>
<UL><LI><EM>From:</EM> Jon Leonard <jleonard#divcom,slimy.com></LI></UL></LI>
<LI><STRONG><A NAME="00349" HREF="msg00349.html">[MUD-Dev] Re: PDMud thread summary</A></STRONG>
<UL><LI><EM>From:</EM> Niklas Elmqvist <d97elm#dtek,chalmers.se></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00345" HREF="msg00345.html">[MUD-Dev] PDMud thread summary</A></strong>,
Jon Leonard <a href="mailto:jleonard#divcom,slimy.com">jleonard#divcom,slimy.com</a>, Thu 22 Oct 1998, 08:39 GMT
<UL>
<LI><strong><A NAME="00349" HREF="msg00349.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Thu 22 Oct 1998, 12:06 GMT
<UL>
<LI><strong><A NAME="00354" HREF="msg00354.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Darrin Hyrup <a href="mailto:shades#mythicgames,com">shades#mythicgames,com</a>, Thu 22 Oct 1998, 15:41 GMT
<UL>
<LI><strong><A NAME="00389" HREF="msg00389.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 23 Oct 1998, 07:47 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00356" HREF="msg00356.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Thu 22 Oct 1998, 16:33 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00353" HREF="msg00353.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Darrin Hyrup <a href="mailto:shades#mythicgames,com">shades#mythicgames,com</a>, Thu 22 Oct 1998, 14:58 GMT
<UL>
<LI><strong><A NAME="00364" HREF="msg00364.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 22 Oct 1998, 21:26 GMT
<UL>
<LI><strong><A NAME="00365" HREF="msg00365.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
Hal Black <a href="mailto:hal#moos,ml.org">hal#moos,ml.org</a>, Thu 22 Oct 1998, 22:30 GMT
<UL>
<LI><strong><A NAME="00366" HREF="msg00366.html">[MUD-Dev] Re: PDMud thread summary</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 22 Oct 1998, 23:19 GMT
</LI>
</UL>
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