Saturday, 3 May 2008
Wednesday, 30 April 2008
Stackless Python MUD framework
I've uploaded my Stackless Python based MUD framework to Google's project hosting:
http://code.google.com/p/sorrows-mudlib/
When I was at university and for a few years afterwards, I joined in the effort to work on an LP MUD based on the MudOS driver. As most of the potential of an 'in-development' MUD is defined by the game systems which have been implemented, and I did most of the programming, I eventually inherited control of the MUD.
After a period of time, I became frustrated by the closed environment MudOS provides and the idea of a straightforward scripting language became appealing. So I rewrote the basic elements of the mudlib in Python. There are only a few toy game related elements present in the code.
Over time I developed a few other projects and they have come to be integrated into this framework as I found the time:
- Code reloading: As MUD code is changed and the files saved to disk, the game framework detects this and reloads the contents of the files.
- Stackless-compatible socket module: Asynchronous networking support is hidden away behind the standard socket interface through the use of Stackless Python channels preventing them from influencing framework structure in custom ways.
Anyway, a friend expressed an interest in possibly using it as the basis for his own MUD experiments so I figured I might as well throw the code out there.
Posted by Richard at 11:04 am 3 comments
Labels: code reloading, computer games, game programming, live coding, mud, python, stackless python