Mud in C# by Vitoc (GMUD)
Posted: Mon Nov 14, 2005 4:55 pm
Quote:
Originally Posted by Vitoc
It's already being done in C# (that's C sharp for you n00bs) and it's closer to being finished than you think.
C++ is a very powerful language, but you're going to do 10 times the work to achieve slightly better performance. We're talking about a text game here folks, not the latest greatest MMORPG. That's not to say I haven't used the most efficient methods possible with .NET and I can tell you the end result is unbelievably fast and efficient and it all looks very, VERY familiar (MegaMUD feels right at home in it).
DeathCow was on board for a few days but then went MIA. Not sure what his intentions are now, but we're still going full speed ahead. I'm spending 2 hours per weeknight and several hours per weekend on it. It's currently running and stable, and I expect to have it 99% bug-free and complete by Dec. 1st.
Btw, I wrote a converter to convert the Data files to SQL Server and normalize where beneficial, meaning any hexed board dat files can be easily converted as well. Currently, the entire running Major MUD realm fits into 100 megs of RAM, meaning no hard drive reads are ever necessary once the realm is running (initialization takes only about 10-15 seconds). Players, mobs, shops, and rooms are all persisted every minute in the background.
I'm still looking for legal info on what can and can't be done with regards to Major MUD content. If all else fails we use original content. Stay tuned.
Thought this post needed its own thread. Updates on this project and related projects can be made here.
Very excited for Vitoc's Mud
Originally Posted by Vitoc
It's already being done in C# (that's C sharp for you n00bs) and it's closer to being finished than you think.
C++ is a very powerful language, but you're going to do 10 times the work to achieve slightly better performance. We're talking about a text game here folks, not the latest greatest MMORPG. That's not to say I haven't used the most efficient methods possible with .NET and I can tell you the end result is unbelievably fast and efficient and it all looks very, VERY familiar (MegaMUD feels right at home in it).
DeathCow was on board for a few days but then went MIA. Not sure what his intentions are now, but we're still going full speed ahead. I'm spending 2 hours per weeknight and several hours per weekend on it. It's currently running and stable, and I expect to have it 99% bug-free and complete by Dec. 1st.
Btw, I wrote a converter to convert the Data files to SQL Server and normalize where beneficial, meaning any hexed board dat files can be easily converted as well. Currently, the entire running Major MUD realm fits into 100 megs of RAM, meaning no hard drive reads are ever necessary once the realm is running (initialization takes only about 10-15 seconds). Players, mobs, shops, and rooms are all persisted every minute in the background.
I'm still looking for legal info on what can and can't be done with regards to Major MUD content. If all else fails we use original content. Stay tuned.
Thought this post needed its own thread. Updates on this project and related projects can be made here.
Very excited for Vitoc's Mud