[appengine-java] Re: Google App Engine MUD

2010-10-12 Thread 番頭Fattom
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

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[appengine-java] Re: Google App Engine MUD

2010-10-04 Thread 番頭Fattom
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

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[appengine-java] Re: Google App Engine MUD

2010-10-04 Thread MLS
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

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