5
votes
Accepted
What makes the network coding for MUDs different from that of MMORPGs?
I'm going to put forward the opinion that there is actually no netcode at all in a MUD server.
I've seen the phrase 'netcode' thrown about quite a bit in multiplayer gaming - usually as a criticism of ...
5
votes
Accepted
How to set up server architecture using C++
That sort of middleware is a Game Engine
From your diagram, it looks like you only want to write game logic and maybe a little bit of presentation/UI, and are looking for a piece of middleware to ...
3
votes
Accepted
How to replicate damage between users in a MUD
MUDs are usually client-server applications. That means there are two separate programs, a server and a client. The server program runs on a server in a datacenter (although for testing you can just ...
2
votes
MUD programming: socket handling
Think about this: it's not much code to rewrite the details of the I/O handling later after you've built a lot more of the system, because this is a fairly straightforwardly separable module. But ...
Only top scored, non community-wiki answers of a minimum length are eligible
Related Tags
mud × 18mmo × 4
text-based × 4
c++ × 3
multiplayer × 3
c# × 2
networking × 2
client-server × 2
java × 1
game-design × 1
lighting × 1
input × 1
game-loop × 1
maps × 1
rpg × 1
design-patterns × 1
multithreading × 1
state × 1
keyboard × 1
synchronization × 1
open-source × 1
game-state × 1
roguelikes × 1
socket × 1
source-code × 1