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I heard MUD is second to MMORPG in term of project scale difficulty.

On Jan 23, 2008 3:35 PM, Kyle Schmitt <kyleaschmitt / gmail.com> wrote:

> Way way back when, after my first CS class (101, C++ programming), I
> thought I'd make a mud.  I literally spent months (of free time, not
> solid, I was in school after all ;) creating underlying structures,
> and a few bizzare little maps.
> 1) Writing a MUD is harder than writing a web app (even a really
> complicated one), harder then writing a _good_ http server, possibly
> harder then writing a simple database.
> 2) See #1, it really ain't easy.
> </rant>
> 3) Multi-threadding won't get you much other than overhead.  Use a
> ready-made library for handling events, or slice up time and handle
> the action in a frame by frame way: Make an event loop, check for
> input, process all the events, etc.  The clients that are connected
> will happily wait (and not even notice), that your program was waiting
> on processing the input.
>
> And good luck :) it's a fun project!
> --Kyle
>
> On Jan 22, 2008 8:36 PM, Bill Kelly <billk / cts.com> wrote:
> >
> > From: "Sean Dolbec" <helbuns / gmail.com>
> >
> > >
> > > Hello i was recently introduced to ruby out of desire to make a mud
> and
> > > to teach others how to while i learn.
> > > http://helbuns.dvrdns.org/MUD/MUD.html i have understood enough to
> make
> > > areas but i do not understand multithreading to make good combat. im
> > > looking for a good mud guide, whys' and pragmatic where aliitle rough
> > > since i only want a mud. anyway anyone who could help i would really
> > > appreciate it, please email me at helbuns / gmail.com.
> >
> > Keep in mind, that if you are writing the MUD from scratch, even though
> > you "only want a mud" they are complex enough that you'll have to learn
> > a lot about programming in general before you're through.  In other
> words,
> > what I mean is, the statement, "whys' and pragmatic where aliitle rough
> > since i only want a mud" doesn't really make sense in the long run.
> >
> > Anyway, I'd recommend looking into EventMachine[1] to handle the network
> > code.  You can avoid multithreading that way (and likely get a
> performance
> > boost as a bonus.)
> >
> > [1] https://rubyforge.org/projects/eventmachine/
> >
> >
> > Regards,
> >
> > Bill
> >
> >
> >
> >
>
>

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