[appengine-java] Re: Google App Engine MUD
What you want is An Easy Version MUD or Complete Version MUD? If you want to hardcode all the thing, you only have to know what is AJAX. It's easy. But if you want to implement a real MUD, Complete Version MUD, you have to know a lot of things. ex: how to write a compiler... Because MUD is including MUD OS and MUD Lib. You have to make a wizard to make Object on your platform, by coding !! For example a wizard can create Car to be Driven or Horse to be Mounted.. because your MUD OS support User, Entity and Action. Car is Entity. Drive is Action. And User can Action the Entity So User can Drive Car, and Mount the Horse. But what kind of the Car? Super User in the MUD (King or Admin) can describe what's the car, Toyota, BMW... But you can hardcode all of that. FYI: http://www.mudos.org/ On 10月5日, 下午12時20分, MLS mlsjunkm...@gmail.com wrote: Hi Fattom, Thanks for your response. I don't think most browsers support Websockets quite yet, and I don't want to tie people to a specific one. What is the most challenging part of writing a MUD for http aside from real time delivery, which I'm hoping Ajax push solves? Aside from that I believe I can write the methods required to produce the output that is expected from the various commands in the game I plan to implement, and can manage player attributes with player objects and back them with a nice database. I could certainly be missing something crucial though, so please let me know. To me it sounds much more difficult to write a client and server using telnet. Thanks, MLS On Oct 3, 10:55 pm, 番頭Fattom fattom.rid...@gmail.com wrote: If the client access server with HTTP, GAE is definitely OK. But in my experience, Telnet is a better protocol for Mud/BBS. And I think GAE do not support socket function. If GAE support WebSocket, it will be a good way to approach that... (but I am not sure about this feature.) The most important thing is that it's very difficult to write a MUD including MUD OS/MUD Lib/MUD compiler... It's not a easy job. On 10月2日, 上午11時02分, MLS mlsjunkm...@gmail.com wrote: My friend and I are looking to rewrite an old BBS MUD. The game is a few thousand rooms and purely text based with commands issued by individual players and the game responding and updating players stats based on the results of their commands. I do not have a programming background, and I'm wondering about the best way to approach writing it for GAE. Attempting to translate the game to objects, I have the following layout: World object holds all of the zone objects, zone objects hold rooms, room objects hold players, player objects hold inventory objects, spellbook objects, and attributes. Then write appropriate methods for manipulating the objects appropriately and returning the results. I have a few questions though: 1. Is this a technically correct way of approaching the problem? If not, what would be better? (keep in mind, I am not a professional programmer by any means. I can find my way if I have something already written to make changes, but I've never written anything from scratch before). Would I populate all these objects, then write world to the db and retrieve it for each player action? I have no idea how servlets work to store state, or really how they work in general really. Basically, how would I be storing and retrieving stored player statistics which are constantly changing many times a second as players play the game. 2. A key issue is the ability to push updates to players in real time, and track individuals who are connected. For example, I would like the ability to be able to call something like room[someroomnum].sendtoall(Some message here); to push a message to all players in that room, or player[someplayernum].send(some message here); to send replies to players directly. I understand this is a complex issue with the stateless http protocol, but I have read some about the upcoming channel API which sounds like it may offer this ability but I don't know enough to be certain. Overall I'm looking to avoid devoting countless hours to this project if it is going to be beyond my abilities to complete successfully. Thanks very much for your time and consideration, MLS -- You received this message because you are subscribed to the Google Groups Google App Engine for Java group. To post to this group, send email to google-appengine-j...@googlegroups.com. To unsubscribe from this group, send email to google-appengine-java+unsubscr...@googlegroups.com. For more options, visit this group at http://groups.google.com/group/google-appengine-java?hl=en.
[appengine-java] Re: Google App Engine MUD
If the client access server with HTTP, GAE is definitely OK. But in my experience, Telnet is a better protocol for Mud/BBS. And I think GAE do not support socket function. If GAE support WebSocket, it will be a good way to approach that... (but I am not sure about this feature.) The most important thing is that it's very difficult to write a MUD including MUD OS/MUD Lib/MUD compiler... It's not a easy job. On 10月2日, 上午11時02分, MLS mlsjunkm...@gmail.com wrote: My friend and I are looking to rewrite an old BBS MUD. The game is a few thousand rooms and purely text based with commands issued by individual players and the game responding and updating players stats based on the results of their commands. I do not have a programming background, and I'm wondering about the best way to approach writing it for GAE. Attempting to translate the game to objects, I have the following layout: World object holds all of the zone objects, zone objects hold rooms, room objects hold players, player objects hold inventory objects, spellbook objects, and attributes. Then write appropriate methods for manipulating the objects appropriately and returning the results. I have a few questions though: 1. Is this a technically correct way of approaching the problem? If not, what would be better? (keep in mind, I am not a professional programmer by any means. I can find my way if I have something already written to make changes, but I've never written anything from scratch before). Would I populate all these objects, then write world to the db and retrieve it for each player action? I have no idea how servlets work to store state, or really how they work in general really. Basically, how would I be storing and retrieving stored player statistics which are constantly changing many times a second as players play the game. 2. A key issue is the ability to push updates to players in real time, and track individuals who are connected. For example, I would like the ability to be able to call something like room[someroomnum].sendtoall(Some message here); to push a message to all players in that room, or player[someplayernum].send(some message here); to send replies to players directly. I understand this is a complex issue with the stateless http protocol, but I have read some about the upcoming channel API which sounds like it may offer this ability but I don't know enough to be certain. Overall I'm looking to avoid devoting countless hours to this project if it is going to be beyond my abilities to complete successfully. Thanks very much for your time and consideration, MLS -- You received this message because you are subscribed to the Google Groups Google App Engine for Java group. To post to this group, send email to google-appengine-j...@googlegroups.com. To unsubscribe from this group, send email to google-appengine-java+unsubscr...@googlegroups.com. For more options, visit this group at http://groups.google.com/group/google-appengine-java?hl=en.
[appengine-java] Re: Google App Engine MUD
Hi Fattom, Thanks for your response. I don't think most browsers support Websockets quite yet, and I don't want to tie people to a specific one. What is the most challenging part of writing a MUD for http aside from real time delivery, which I'm hoping Ajax push solves? Aside from that I believe I can write the methods required to produce the output that is expected from the various commands in the game I plan to implement, and can manage player attributes with player objects and back them with a nice database. I could certainly be missing something crucial though, so please let me know. To me it sounds much more difficult to write a client and server using telnet. Thanks, MLS On Oct 3, 10:55 pm, 番頭Fattom fattom.rid...@gmail.com wrote: If the client access server with HTTP, GAE is definitely OK. But in my experience, Telnet is a better protocol for Mud/BBS. And I think GAE do not support socket function. If GAE support WebSocket, it will be a good way to approach that... (but I am not sure about this feature.) The most important thing is that it's very difficult to write a MUD including MUD OS/MUD Lib/MUD compiler... It's not a easy job. On 10月2日, 上午11時02分, MLS mlsjunkm...@gmail.com wrote: My friend and I are looking to rewrite an old BBS MUD. The game is a few thousand rooms and purely text based with commands issued by individual players and the game responding and updating players stats based on the results of their commands. I do not have a programming background, and I'm wondering about the best way to approach writing it for GAE. Attempting to translate the game to objects, I have the following layout: World object holds all of the zone objects, zone objects hold rooms, room objects hold players, player objects hold inventory objects, spellbook objects, and attributes. Then write appropriate methods for manipulating the objects appropriately and returning the results. I have a few questions though: 1. Is this a technically correct way of approaching the problem? If not, what would be better? (keep in mind, I am not a professional programmer by any means. I can find my way if I have something already written to make changes, but I've never written anything from scratch before). Would I populate all these objects, then write world to the db and retrieve it for each player action? I have no idea how servlets work to store state, or really how they work in general really. Basically, how would I be storing and retrieving stored player statistics which are constantly changing many times a second as players play the game. 2. A key issue is the ability to push updates to players in real time, and track individuals who are connected. For example, I would like the ability to be able to call something like room[someroomnum].sendtoall(Some message here); to push a message to all players in that room, or player[someplayernum].send(some message here); to send replies to players directly. I understand this is a complex issue with the stateless http protocol, but I have read some about the upcoming channel API which sounds like it may offer this ability but I don't know enough to be certain. Overall I'm looking to avoid devoting countless hours to this project if it is going to be beyond my abilities to complete successfully. Thanks very much for your time and consideration, MLS -- You received this message because you are subscribed to the Google Groups Google App Engine for Java group. To post to this group, send email to google-appengine-j...@googlegroups.com. To unsubscribe from this group, send email to google-appengine-java+unsubscr...@googlegroups.com. For more options, visit this group at http://groups.google.com/group/google-appengine-java?hl=en.