Hacker News new | ask | show | jobs
by pmiller2 1939 days ago
Here’s a little plug for my first and only MUD I ever seriously played: VikingMUD

https://www.vikingmud.org/

Viking started out in the good old days on MudOS, and later moved to DGD, after an extremely long porting process. Both drivers implement the LPC language, but DGD is a lot more minimal in what it provides out of the box, and has a few concepts that MudOS doesn’t, like an easy way to save the state of the running game, and dynamic recompilation, so you theoretically should never have to reboot the MUD.

I still remember making my first character into a wizard at level 20, and playing my first character up to max player level (29). A lot of the old items have been supplanted by newer stuff (Great Hammer of War and Anduril, I will miss you!), but it was still a fun game last I played. I don’t think there are many players online anymore, but I’d love to see the game revived.

https://en.wikipedia.org/wiki/LPMud

https://mud.fandom.com/wiki/LPMud

https://mud.fandom.com/wiki/LPC

https://mud.fandom.com/wiki/MudOS

https://muds.fandom.com/wiki/Dworkin%27s_Game_Driver

1 comments

i didn't realize that MudOS didn't have runtime compilation. i thought all LPmuds had that. it was the feature that i miss the most from newer programming languages, and it's a reason why i still prefer pike (which is based on LPC) and old languages like smalltalk and lisp which also offer that.
You can recompile an object in MudOS, but only new clones of that object get the recompiled code.
oh, i see. that was good enough for most cases though, but it doesn't help if players stay connected for long and keep objects from updating.

i agree, that's a good feature to have. smalltalk does it, and i think lisp too.

open-steam, a development platform written in pike solved that problem by implementing proxy objects which would point to the actually compiled object which can be replaced by pointing to a new version.