Suggestions for a new Java-based MOO 10
Dan Hon
asks:
"A friend of mine is in the middle of writing a Java1.1
based MOO provisionally titled "m++". We're on the look out
for new features that we could incorporate - really
groundbreaking stuff that has been on peoples' wishlists,
but hasn't been implemented yet. We've come up with a few
cool ideas ourselves like transmitting sounds between rooms to
a certain distance radius so you can hear "muffled" conversations,
implementation of path objects between rooms so that locations
can be "flooded" along the same lines of the sound transmission, and
others. Does anyone have any other ideas? You can access
the current status of the project at
this
location."
suggestion (Score:1)
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Re:Take a peek at Divunal (Score:1)
A 1.0 release is scheduled for this saturday, seeing as how it's been in pre-X for a six months now... If you haven't been able to get the software running at all, the TME staff would welcome your patches, comments, bug reports, etcetera. Requests for documentation in specific areas would be nice too, because at this point we're not sure what's documented and what's not.
I will spare you the long plug for TR's design, and say simply this: the ideas which you are discussing could easily be implemented on top of TR, and TR was designed with things like that in mind. I would really encourage you to look at the TR API before going off and reinventing the wheel yet another time. TR stores everything (in a fairly efficient manner) as something like a relational database of MOO objects, like LambdaMOO, but without all the permissions (and IMHO with a much better authoring toolkit) Also -- depending on what kind of game you want to make, the Entity project is pretty interesting too. Also written in Java, also Open Source. (Personally, I don't care for their statistics model or heavy use of reflection, but then, I'm odd)
Divunal, by the way, is a different project from TR (we've been kinda vague about that) it's the game itself, whereas TR is just the engine. Divunal is going to be a commercial product, though, and contains lots of really specific code to *our* game, that we don't feel would be generally useful.
The generally useful bits will probably be released under the GPL in a few months, or sooner if anyone voices a specific interest.
Online Gaming Engine (Score:1)
Java based? Dynamic objects, etc. (Score:2)
Re:What's in a MOO? (Score:1)
There should be some rant here about how MOO servers leverage many of the qualities of Open Source software, but I'm too tired to spew the right buzzwords.
What's in a MOO? (Score:1)
In my opinion, a MOO should just be a programming language with a database back-end, and everything else written in that language. That way, you can use the database for anything you want- a MOO, for instance, makes a really great scriptable web server (not quite as good as Zope [zope.org], though). And you can use it to serve basically anything you want. Instead of making just a Java MOO, why not make an extendible application platform, with a database that can execute code, which happens to work particularly well for serving text-based virtual reality worlds?
Take a peek at Divunal (Score:1)
Since I couldn't get pr1 or pr2 to work, I'll likely wait until they distribute something an end user can get running and have some fun with before I take a peek at it again.