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<H1>Re: [MUD-Dev] Languages for MUD drivers</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>: Re: [MUD-Dev] Languages for MUD drivers</LI>
<LI><em>From</em>: <A HREF="mailto:bruce#puremagic,com">bruce#puremagic,com</A></LI>
<LI><em>Date</em>: Mon, 15 Nov 1999 21:45:05 -0800 (PST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On November 15, 1999,  "Laurent Bossavit" &lt;laurent#netdive,com&gt; wrote:
&gt; As my quest for the perfect M* server design continues (I've been a 
&gt; deep lurker on the list for over one year, though some of you might 
&gt; remember my interest at one time in porting LambdaMOO to Java (done, 
&gt; but not the panacea I hoped)) I am more and more convinced that the 
&gt; crucial parts are the underlying (implementation) and visible (world-
&gt; building) languages - ideally both being the same.

Very much a familiar story!  Main difference is that I'm coming from the
ColdC camp rather than the MOO side, but they aren't that different at all
really.

&gt; A lot of the issues M* server designers and implementors struggle 
&gt; with are in fact active areas of programming language research. These 
&gt; are in approximate order of importance (for M* writers!)
&gt;  - distributed processing support (for large worlds)
&gt;  - concurrent processing support (for reactive worlds)
&gt;  - object orientation (for modular worlds)
&gt;  - object persistence (as in MOO)
&gt;  - run-time mutability (aka dynamic recompilation, as in MOO/ColdC)
&gt;  - reflective capabilities (so programs can modify themselves)
&gt;  - security (to enable in-game access to world code by 'wizards')
&gt; 
&gt; If we assume a language with the above properties, writing a M* 
&gt; driver is almost trivial. A thin layer of network code will handle 
&gt; client connections; a command parser will probably provide the most 
&gt; challenging exercise in low-level programming, writing core 
&gt; character/monster/item classes would almost belong to the 'world 
&gt; design' category.

I agree with all of those things above, although I'm of the opinion that
with a good language, a number of them can be relegated to the libraries
rather than being integral to the language.  One thing I didn't like about
Cold was that too many things were integral to the language, and often,
there was at least one instance in which that made things extremely
painful.

&gt; If you agree (or disagree) with the above assessment, or have 
&gt; pointers to languages which would make good candidates for 
&gt; implementing a M* server, please speak up. ;)

I like TOM (as do a few other people who will speak up if they feel like
it, but can remain anonymous if they prefer).  Info on TOM can be found at
<A  HREF="http://www.gerbil.org/tom/">http://www.gerbil.org/tom/</A>

Once I've found motivation to do anything outside of work beyond sleep,
TOM is what I'm planning on using to write a new server.

 - Bruce



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<LI><STRONG><A NAME="00259" HREF="msg00259.html">[MUD-Dev] Languages for MUD drivers</A></STRONG>
<UL><LI><EM>From:</EM> "Laurent Bossavit" &lt;laurent@netdive.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00270" HREF="msg00270.html">[MUD-Dev] Matrix</A></strong>, 
Laurent Bossavit <a href="mailto:laurent@netdive.com">laurent@netdive.com</a>, Tue 16 Nov 1999, 21:19 GMT
<LI><strong><A NAME="00266" HREF="msg00266.html">[MUD-Dev] Library news</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Tue 16 Nov 1999, 05:12 GMT
<LI><strong><A NAME="00259" HREF="msg00259.html">[MUD-Dev] Languages for MUD drivers</A></strong>, 
Laurent Bossavit <a href="mailto:laurent@netdive.com">laurent@netdive.com</a>, Tue 16 Nov 1999, 02:37 GMT
<UL>
<LI><strong><A NAME="00264" HREF="msg00264.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>, 
Joey Hess <a href="mailto:joey@kitenet.net">joey@kitenet.net</a>, Tue 16 Nov 1999, 03:46 GMT
</LI>
<LI><strong><A NAME="00268" HREF="msg00268.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>, 
bruce <a href="mailto:bruce@puremagic.com">bruce@puremagic.com</a>, Tue 16 Nov 1999, 05:49 GMT
</LI>
<LI><strong><A NAME="00288" HREF="msg00288.html">RE: [MUD-Dev] Languages for MUD drivers</A></strong>, 
Ian Macintosh <a href="mailto:iman@issystems.co.nz">iman@issystems.co.nz</a>, Wed 17 Nov 1999, 16:31 GMT
<UL>
<LI><strong><A NAME="00299" HREF="msg00299.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>, 
Greg Miller <a href="mailto:gmiller@classic-games.com">gmiller@classic-games.com</a>, Wed 17 Nov 1999, 21:24 GMT
<UL>
<LI><strong><A NAME="00324" HREF="msg00324.html">RE: [MUD-Dev] Languages for MUD drivers</A></strong>, 
Ian Macintosh <a href="mailto:iman@issystems.co.nz">iman@issystems.co.nz</a>, Wed 17 Nov 1999, 23:48 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00308" HREF="msg00308.html">RE: [MUD-Dev] Languages for MUD drivers</A></strong>, 
Laurent Bossavit <a href="mailto:bossavit@cybercable.fr">bossavit@cybercable.fr</a>, Wed 17 Nov 1999, 21:25 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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