Wow, pretty impressive stuff so far. Congratulations on all of your progress so far (assuming the poster is also the author); I'd love to see a blog post describing some of the more technical aspects of the project.
Thanks! Yeah there's plenty of stuff to talk about, I should probably spend more time writing. Some quick info in the meantime:
CraftStudio is built in C# with XNA, which is primarly a game framework but worked very well for CraftStudio. I built my own UI library on top of it (open source, http://bitbucket.org/sparklinlabs/nuclearwinter).
I built my own Operational Transform library (for collaborative text editing à la Google Docs). It's pretty barebone but works well enough for my purpose. I open sourced it: https://bitbucket.org/sparklinlabs/nuclearot
I've been working on the Mac and Linux port with MonoGame's develop3d branch (http://monogame.codeplex.com/ - it's a reimplementation of XNA for Mono, using OpenTK). There's still a bunch of bad bugs to fix before release but it runs. What the MonoGame guys accomplished is really impressive.
CraftStudio is built in C# with XNA, which is primarly a game framework but worked very well for CraftStudio. I built my own UI library on top of it (open source, http://bitbucket.org/sparklinlabs/nuclearwinter).
Networking is done through Lidgren.Network which is an amazing UDP-based library (https://code.google.com/p/lidgren-network-gen3/). CraftStudio simply couldn't have happen without it.
I built my own Operational Transform library (for collaborative text editing à la Google Docs). It's pretty barebone but works well enough for my purpose. I open sourced it: https://bitbucket.org/sparklinlabs/nuclearot
I've been working on the Mac and Linux port with MonoGame's develop3d branch (http://monogame.codeplex.com/ - it's a reimplementation of XNA for Mono, using OpenTK). There's still a bunch of bad bugs to fix before release but it runs. What the MonoGame guys accomplished is really impressive.