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Re: [MUD-Dev] "short" Introductory Message (fwd)
At 07:28 PM 6/7/97 PST8PDT, Caliban wrote:
>On Fri, 6 Jun 1997 19:42:50 PST8PDT, Martin Keegan <martin#cam,sri.com>
>wrote:
>
>>I've had a look at many mud languages, and didn't like any. 'Mud languages'
>>sums these up very well. Muds, as far as I'm concerned, are "virtual
worlds",
>>and the languages used to describe them tend to be modelled on general
>>programming languages rather than reflecting virtual worlds in their
design.
>
>This is something I've been trying to say for a while, but I keep being
>told that all I'm doing is waging a codebase war.
>
>Basically, the internal command parser and programming language of a MUD
>tends to assume a lot of familiarity with the internal workings of the
>MUD server. There are exceptions, but those exceptions in general tend
Well, Cold doesn't HAVE a built in pareser, you roll your own out of very
useful highlevel net communciation and text-mathcing commands...
BUt Cold certainly isn't designed for a virtual world, its rather more a
hihgly obnject oriented generic server building toolkit with strong string
and list handling facilities.
If I ever get back to Kelvin its going to be very closely related because
this is what I peresonally want-- a generic environment I ccan do almos
tanything with.
>
- Thread context:
- RE: [MUD-Dev] Genuinely brief intro, (continued)
- Re: [MUD-Dev] web archive for MUD Design List ?,
Dmitri Kondratiev dima#paragraph,com, Tue 10 Jun 1997, 04:41 GMT
- Re: (fwd) RESEARCH: Why do you admin a Mud?,
clawrenc clawrenc#cup,hp.com, Tue 10 Jun 1997, 04:24 GMT
- Re: [MUD-Dev] "short" Introductory Message (fwd),
Jeff Kesselman jeffk#tenetwork,com, Sun 08 Jun 1997, 11:58 GMT
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