[HN Gopher] 'I'm running a Mud so I can learn C programming ' (1...
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'I'm running a Mud so I can learn C programming ' (1993)
Author : DyslexicAtheist
Score : 90 points
Date : 2024-11-26 08:51 UTC (7 days ago)
(HTM) web link (raw.githubusercontent.com)
(TXT) w3m dump (raw.githubusercontent.com)
| forgetfreeman wrote:
| Related: I wrote a MUD engine and worldbuilder when I decided I
| wanted to learn Node.
| emil0r wrote:
| 'vi' 'emacs' 'jove' -- use whatever editor floats your boat but
| learn the hell out of it you should know EVERY command in your
| editor
|
| Those who picked emacs from that list never got the point of
| writing any code for the MUD. They greatly contributed to OS
| development all over the world however.
| LeFantome wrote:
| Amazing that they wrote this wonderful, detailed rant without
| mentioning Windows at all. VMS was certainly not the most popular
| OS or even most popular non-UNIX OS.
|
| I mean, this is 1993 and they did mention DOS. But reading this,
| you would not know that most of those DOS machines were running
| Windows and that they were far, far more numerous than either
| UNIX or VMS. And Windows NT was already released when that was
| written.
|
| Not that I am a Microsoft apologist. My main machine was OS/2
| back then, I was already using Linux, and ( if I had the money )
| NeXTstep would have been my dream platform.
| retrac wrote:
| > reading this, you would not know that most of those DOS
| machines were running Windows and that they were far, far more
| numerous
|
| Why not include the microcontroller in microwaves, too? Because
| those aren't real computers.
|
| (All in good fun! I don't endorse such an opinion, but it would
| have been common among both VMS and Unix users at the time.
| After all those PC OSes don't even have networking or
| preemptive multitasking.)
| fsckboy wrote:
| you see the email addresses in the document? in 1993, not many
| Microsoft Windows users had email addresses. It was prehistoric
| times for them, and their histories were not saved. Nobody knew
| what the Who's down in Whoville were doing.
| bcoates wrote:
| Lots of windows users were on the Internet or otherwise
| online, but the form it would take was pulling up ProComm and
| dialing into an isp, fidonet bbs, compuserve, etc.
|
| You didn't need to have a local TCP stack running to use
| email, ftp, etc. You'd just have a shell account somewhere
| and/or use dedicated dialup tools
| floren wrote:
| The first version of NT was released July 27, 1993. This
| document was published August 1, 1993. What valuable first-hand
| programming-on-NT information would you liked them to have
| included about an OS that had been available for 4 days?
| cenamus wrote:
| Well Windows existed before NT didn't it? Don't know how much
| people cared for it though at that point
| duskwuff wrote:
| Windows 3.1 provided no services which would have been
| relevant to MUD development. It didn't even have a
| networking stack - Trumpet Winsock was a third-party addon,
| and wasn't compatible with Berkeley sockets.
| pjmlp wrote:
| Windows 3.0 was the first that really mattered, and you
| needed at least an expensive 386SX to run it.
|
| A 286 could do it as well, but then you wouldn't be able to
| use the new enhanced mode.
|
| The large majority of folks were still running straight MS-
| DOS.
|
| Also the games industry only adopted Windows after Windows
| 95, very few titles cared about WinG on Windows 3.1 / 3.11
| / Win32s.
| skissane wrote:
| > The large majority of folks were still running straight
| MS-DOS.
|
| My recollection is by 1994, Windows 3.1 was everywhere.
| My school had literally dozens of computers running it.
| It was on every PC at my father's work. We had several
| computers in our house and they all ran it except the 286
| we used to play games (which my dad ended up giving to
| his brother, since it was a big upgrade to the 8086 he'd
| been using to run WordStar)
|
| At home we didn't run Windows 3.1 full-time, we'd exit to
| DOS to play games. But we'd use Microsoft Word to write
| assignments for school.
|
| I dual-booted into OS/2 2.0 because I was really into
| computers. Nobody else in the house knew what to do with
| it, and I didn't know anyone else who ran it. After a
| while OS/2 got replaced by Slackware, and nobody else
| knew what to do with that either.
| pjmlp wrote:
| I imagine, US economy.
|
| My school had mostly MS-DOS 5.0 computers, the UNIX class
| was taught by bringing a PC tower with Xenix, where the
| class would take 15 m turns after preparing their samples
| on MS-DOS with Turbo C 2.0, and it was a model school.
|
| In 1992 I did my typing exam using MS-DOS 3.3, on edlin.
|
| The other school down the block was still using Amstrad
| PC1512, with CGA and EGA monitors.
|
| Most of us had Ataris and Amigas at home, if families
| were rich enough, otherwise we had to still make do with
| our C64 and Spectrum variants.
| skissane wrote:
| Not US, Australia
| pjmlp wrote:
| Ok, comment edited with how my bubble looked like.
| skissane wrote:
| By the early 1990s most families (in my upper middle
| class milieu) had PCs. Minority had something else
| instead-Macs and Amigas most commonly.
|
| 9 year old me started using Windows 3.0 in 1991, when it
| was still quite rare in the home. My dad pirated from his
| work, which were adopting it. But by 1994 or so I was
| seeing Windows 3.x everywhere (mostly 3.1 or WfW 3.11
| instead of 3.0)
|
| I went to three different primary schools. First one
| (1987-1991) had Apple IIs; second one (1991-1992) had one
| computer lab containing IBM PC JXs running DOS (the JX
| was a derivative of the PCjr only sold in Japan,
| Australia and NZ), another with Acorns, and classrooms
| had a mix of Apple IIGS and 8-bit Apple II; third one
| (1993), our classroom had a C64 and an Acorn, and I know
| some other classrooms had Macs. Secondary school
| (1994-1999) was all PCs and Acorns. I think all the PCs
| ran Windows 3.x (later in 1990s newer machines got
| Windows 95), and most were in Windows nearly all the
| time. The exception was the machines in the CAD lab,
| which probably had Windows installed, but our CAD
| software only ran under DOS, so Windows was rarely used
| on them.
|
| Around 1997 or so people were throwing out old 8-bit
| machines like crazy. I went to the school fair and bought
| a pile of Apple IIs and C64s for $5 each. Unfortunately
| my dad made me get rid of them all because he didn't like
| the clutter.
| toast0 wrote:
| Plenty of people ran BBSes on DOS, but there's not much of
| a reason to run a BBS on Windows 3. Windows 3 doesn't give
| you anything that a DOS based BBS hadn't already figured
| out. At best, you might run your DOS BBS inside a command
| prompt in Windows.
| pjmlp wrote:
| In 1993, not really.
|
| Not everyone was into Windows 3.x.
| duskwuff wrote:
| > And Windows NT was already released when that was written.
|
| Windows NT 3.1 was released on July 27th; this document was
| dated August 1st. Basically nobody had a copy yet; even if they
| did, MERC wouldn't have run on it without substantial porting
| effort, as it depended on Berkeley sockets.
| uint8_t wrote:
| Diku and most (all?) other MUDs were "BSD" socket-based.
| Windows did not even ship with a sockets layer (winsock) until
| 1994, with Windows NT 3.5, and it made its way to consumers
| with Windows 95.
|
| Merc did allow for compiling on Mac and MS-DOS, but in this
| mode reads and writes to the console, without a socket
| implementation. No multiplayer.
|
| See: https://github.com/alexmchale/merc-
| mud/blob/master/src/comm....
| skissane wrote:
| > Windows did not even ship with a sockets layer (winsock)
| until 1994, with Windows NT 3.5, and it made its way to
| consumers with Windows 95.
|
| A lot of people used third party Winsock implementations,
| e.g. Trumpet Winsock, under Windows 3.1. As a 1990s teenager
| I remember seeing it a lot. Even into the second half of the
| 1990s, because it wasn't like all Windows 3.1 machines were
| upgraded as soon as Windows 95 came out.
| ok123456 wrote:
| Windows programming was not very accessible in 1993, and it was
| especially not very accessible for network programming. Making
| a Win16 application that was non-trivial and didn't crash
| spectacularly was wizardry.
|
| Network PC games of this era were written using DOS extenders
| and IPX networking.
| jjtheblunt wrote:
| what about Visual Basic?
| ok123456 wrote:
| While VB3 applications wouldn't crash, they were pretty
| limited and didn't look and feel like full Win16
| applications. The requirement for vbrun300.dll was a sign
| that something was not going to be good.
|
| In 1993, there weren't many third-party controls. Any
| networking was accomplished through FFI.
| codesnik wrote:
| MUDs are played over network or on a multiuser mainframe, in
| realtime. DOS (and windows) machines back then were single user
| and networks for them were rare, specialized and/or
| asynchronous, like BBS.
| Isamu wrote:
| I tried running a server on regular Windows back then, it was
| too unreliable, constant hanging requiring reboot.
|
| Later I tried Windows NT for a server and it was on such a
| different level, no comparison. It worked like real operating
| systems should.
| drewcoo wrote:
| NT4 released in '96. SP4 a couple years later made it really
| stable.
| bcoates wrote:
| 32-bit C programming on wintel systems in that era would have
| looked like using DOS extender/DPMI and would have been lumped
| under "MS-DOS" even if you were assuming the user was running
| Windows. (Even if your IDE was a Windows GUI program)
| derefr wrote:
| For quite a while after Windows already became popular, any
| program that did _networking_ on IBM PCs still had to be an MS-
| DOS program.
|
| In 1993, (regular, consumer) Windows didn't really "support"
| networking; (limited) OS support for networking was something
| only available in Windows For Workgroups, which itself was
| something you'd only expect to find installed in offices, not
| on the kind of home PC owned by someone dialing into a MUD.
|
| I believe that you _could_ run these networked programs in a
| Windows 3.1 OS DOS virtual machine, so you didn 't have to
| reboot fully into DOS just to run them.
|
| But it makes sense, from the perspective of an author of
| networked software at the time, to think of IBM PCs as being
| "MS DOS machines." That's the abstraction the developer had to
| work against for that port of the software.
| em-bee wrote:
| hah, when my grandmother wished to get a computer (she was a
| volunteer secretary in a few organizations doing a lot of
| typing on a mechanical typewriter until then) grandpa sent me
| out to get it, and i chose some decent machine for the time and
| put OS/2 on it (and LaTeX). meanwhile i had linux on my own
| machine, and when the opportunity arose i used my student
| status to buy a discounted copy of OpenStep for the PC. a few
| years later i got my hands on a NeXT cube and a few slabs from
| a university auctioning off old equipment ;-)
| davidw wrote:
| The good old days when you could just hook up some hacked up C
| code to the internet and pray you caught all the potential
| exploits.
| pjmlp wrote:
| When I started into UNIX, the MUDs we were running were based in
| Pascal actually, surprisingly in a C ecosystem.
| toast0 wrote:
| There were a lot of Pascal based door games (including MUDs)
| for DOS based BBSes. I wasn't writing software back then, but I
| gather Borland Turbo Pascal was a nice way to work.
| pjmlp wrote:
| Unfortunately they never did UNIX, the Pascal compilers for
| UNIX were rather lame, mostly ISO without much extensions.
|
| Probably P2C was the best, followed by gpc years later, and
| finally FreePascal came to be.
| evanelias wrote:
| Although a majority of BBS games were indeed written in
| Pascal, the BBS MUDs tended to be written in C or C++. Most
| of these were MajorBBS/WorldGroup modules, which (if I recall
| correctly) only supported C / C++.
|
| For conventional BBS's running standard doorgames, there were
| only a few true MUDs (mostly on the later / post-dial-up time
| frame) and it varied a bit more, but I can say DoorMUD was
| definitely written in C++.
| drewcoo wrote:
| Pascal was the typical learning language at most schools
| before Java caught on.
| bluedino wrote:
| before Java was invented
|
| I got my first compiler (Turbo Pascal 2.0!) from a friend's
| mother who was taking CS classes at the local community
| college. It ran on her Tandy 1000, I'm not sure what they
| wrote programs on at her school but she always had stacks
| of greenbar paper with source code on them.
| EvanAnderson wrote:
| I was never involved in running a multi-line BBS (so, no BBS-
| based MUDs for me), but I did help with a couple of boards
| that ran a Turbo Pascal-based single user MUD-like game
| (called "Cyberspace"). It was TinyMUD-esque. At one point we
| had 10 - 12 people actively building rooms, adding mobile
| NPCs, etc. It was loads of fun even though only one person at
| a time was interacting with the software.
| codesnik wrote:
| I've played a MUD and accidentally learned Perl once.
| vundercind wrote:
| I started playing computer games and accidentally became a
| programmer. I wasn't even trying to _make_ games, just play
| them.
|
| Shit, I even tried _not_ to become a programmer, but people
| kept offering me jobs that paid enough that it was hard to say
| no. At some point it 's like... grad school and some career I
| want at poverty wages and having to work hard to find
| employment at all, or stare at glowing screens for the next few
| decades but just have high-paying jobs thrown at me based on
| stuff I picked up by accident?
| tashian wrote:
| I learned C by running a MUD -- a DikuMUD derivative. I was in
| high school, in the 90s, and I didn't know any programmers in my
| town who could teach me how to really code. My high school
| computer science teacher didn't know.
|
| What I loved about the MUD as a learning environment was the
| players. On a busy night we'd have over a hundred people playing.
| So, I got to cut my teeth on a real, live production system with
| actual users. That motivated me. There were mild consequences if
| I broke things. And, if I made things better for the players, it
| felt good.
|
| For me, this environment was so much better than doing
| programming problem sets by myself, writing code that no one
| would ever use.
|
| https://tashian.com/articles/how-i-learned-to-program/
| Echo4309 wrote:
| Ditto... loved me those old DikuMUD variants. Cut my own teeth
| on Shadows of Isildur!
| mentos wrote:
| I was in highschool in the 2000's and learned C# working with
| the RunUO emulator for Ultima Online which MUDs were the
| predecessor for.
|
| I always thought a programming class with assignments to add
| spells/new weapons/quests/etc on a shared class server would be
| great.
| iwontberude wrote:
| Over 100 simultaneous users is quite the success for a MUD back
| then and especially today. I also learned C by forking DikuMUD
| too, it was so accessible and easy to tweak.
| dhouston wrote:
| +1 -- cut my teeth on learning C in middle school by hacking up
| a DikuMUD derivative. So many great memories of that period.
|
| And not just C but Linux (Slackware!), sockets, even kludging
| the single-player DOS port to be two-player by playing over a
| serial cable to another PC. And annoying my future Dropbox
| teammates by including an extra space after/before parens in
| function calls (and if/for/switch statements), putting { on its
| own line, etc as was the convention in that code base IIRC.
| Suzuran wrote:
| I also learned C this way (with ROM 2.4 in my case), but what I
| really should have learned is social skills. Instead, once I
| got good enough at C to make the playerbase my mostly unwilling
| playthings, all pretense of being anything other than the most
| insufferable insane dictator in human history went right out
| the window, and I was so drunk on my own "power" that I was
| entirely blind to it until it was far, far too late.
| dekhn wrote:
| I learned C by writing a MUD client around '87-89. This was for
| VMS, where the telnet client didn't properly handle newlines and
| carriage returns, which made telnetting into a mud (tinymud at
| CMU mainly, then chaos and a few others) painful. I recently dug
| up the code (it was still online somewhere) and had a laugh.
| hinkley wrote:
| My friends group got really good at Unix filesystem permissions
| at a time when people were having to be cajoled into using
| email. Someone found a little space to stash programs and we
| had tcsh and tinyfugue among other things available to us.
| andrewla wrote:
| This is how I got started, from a DikuMUD. I had met a couple of
| other people on Medievia and we decided to give it a go. I knew a
| tiny bit of C from an old pirated copy of Borland TurboC and just
| jumped right in.
|
| Great stuff -- I remember my proudest moments were adding color
| to the various system messages (vanilla Diku at the time didn't
| do that), and adding online level editing with saving; previously
| you had to create maps offline.
|
| Never contributed upstream (I was in high school and didn't even
| understand what that would mean), and eventually kind of drifted
| away from the community. But I got a ton of experience in just
| jumping in and working in C.
| legohead wrote:
| MUDs are how I began programming, about 30 years ago at the age
| of 16. Now I'm a senior engineer making mobile games.
| Unsurprisingly I focus on the backend.
|
| MUDs taught me C, devops, multiplayer/sockets, security to some
| extent, databases (I wrote my own MUD that used MySQL). Also
| HTML/webpages eventually. MUDs taught me the full stack.
| bitexploder wrote:
| Similar story here! They are great platforms to create and
| explore with. Built up CircleMUD 1995-1999 here.
| unshavedyak wrote:
| I began with a MUD too. Though for me it was.. mIRC scripting
| of all things lol. I knew nothing of programming and spent
| many, many hours learning patterns through brute force
| obsession.
|
| I wonder what would have been of my life had i not encountered
| mIRC.
| Terr_ wrote:
| In terms of "games as an entry into programming": The first-
| person shooter _Starseige:Tribes_ (1998) had strong scripting
| support for both server-side gameplay mods and for client-side
| conveniences.
|
| For example, many gameplay mods allowed players to dynamically
| place new entities (walls, platforms, turrets), and if your team
| was too competent and you got bored guarding the flag you put on
| an a client-side script to play Tetris in a custom HUD.
| Blackthorn wrote:
| LPMUD taught more people how to code and more effectively than
| basically any online educational environment I can think of, and
| it did it without people even realizing that's what they were
| learning.
| em-bee wrote:
| i also learned LPC in an LPmud.
|
| unlike other MUDs it had a built-in ftp server, and ed. i
| learned concepts like trampolines and blueprints, which i later
| learned were closures and classes. and i learned about
| inheritance and objects. conveniently, objects in an LPmud are
| real tangible objects like a dragon or a sword.
|
| remember those dumb sounding introductions to OO programming,
| like class dog, inherits animal? in LPmuds you really have
| examples like that: class dwarf, inherits NPC, or class sword,
| inherits weapon.
|
| one of the features that LPmuds needed was the ability to
| update objects from changed classes/blueprints at runtime
| without restarting the server so that the wizards could work on
| the game while others were playing it. it was coding in
| production, but usually the areas in development were closed of
| to regular players. but you can imagine how robust LPmuds and
| LPC had to be to enable that.
|
| then the web came up and i was looking for a better webserver
| than the ones from NCSA and cern. i discovered spinner. and to
| my surprise i found that it was written in uLPC, a rewrite of
| LPC. spinner was renamed to roxen, and uLPC was renamed to
| pike.
|
| spinner/roxen had modules that were easy to write: class mymod,
| inherit SomeModuleType, do stuff.
|
| roxen modules were objects that got instantiated each time a
| http request was made. the http request object would call them
| in some order and let them do their thing and add data to the
| response object. i wrote many such modules to customize the
| behavior of my websites. one morning i woke up and realized
| what OO programming really meant because i understood how the
| different objects interacted with each other and encapsulated
| things. until then i had only been going through the motions
| because that's how i learned to do things, but i didn't know
| why.
|
| roxen also was able to reload modules from changed code at
| runtime. (remember the LPmud ability to reload objects? it's
| the same feature. in roxen it was a bit weaker because it only
| applied to new instances, but that was intentional, because
| unlike LPmuds, in roxen objects were short lived anyways)
|
| fast forward almost a decade and i discover open-sTeam, an
| object storage server written in pike, using MUD concepts
| internally. it had rooms and doors/gates to connect them. users
| logging in had an inventory and could pick up and drop
| documents like objects in a MUD. it also had object level
| access control. the developers said they chose pike because it
| was the only language that allowed them to implement this kind
| of access control. and here too, like an LPmud open-sTeam has
| the ability to reload objects with new class code. and unlike
| roxen it does so for existing objects too.
|
| i am still using open-sTeam to build my websites today, after
| modernizing it by adding a REST API combined with a modern
| frontend framework. and i can do live coding while the server
| is running. for my own websites i do that in production. for
| client websites i keep a separate dev server. although, since
| the server is so rich in features i rarely have to do any
| custom backend coding. most of the work in in the frontends
| now.
| midnitewarrior wrote:
| > GET THIS STRAIGHT: 'VAX' IS NOT AN OPERATING SYSTEM. It's the
| name of a family of computers from DEC. There are plenty of
| Vax'es running VMS, and there are even more Vax'es running
| Berkeley Unix or Ultrix. The Vax'es running Unix have a lot more
| in common with other machines running Unix than they have with
| Vax'es running VMS.
|
| GET THIS STRAIGHT: 'VAX' IS A CPU ARCHITECTURE AS WELL AS THE
| NAME OF SOME COMPUTERS CREATED BY DEC. The plural of "Vax" is
| "Vaxen".
|
| (https://en.wiktionary.org/wiki/VAXen
| nickt wrote:
| Alongside the Unix boxen.
|
| http://catb.org/jargon/html/B/boxen.html
| debo_ wrote:
| I remember reading this guide as a Medievia and small-communitt
| dikumud player in the early 2000s. It was zipped up with a few
| other guides, including Beej's socket guide iirc.
| sjburt wrote:
| Really curious about this:
|
| > If you have access to a program named 'Purify' ... learn how to
| use it.
|
| Anyone know what this was or use it?
| kstrauser wrote:
| It's a memory debugger, in the same class of things as
| Valgrind: https://en.wikipedia.org/wiki/PurifyPlus
|
| Fun fact: it was written by the cofounder and chairman of
| Netflix.
| filchermcurr wrote:
| It's kind of like Valgrind and was (is? I'm not sure.) used for
| finding memory leaks.
| mathgeek wrote:
| Quick google suggests it was
| https://pages.cs.wisc.edu/~hasti/cs368/CppTutorial/NOTES/PUR...
| stevesearer wrote:
| Playing a MUD was the reason I started making websites so my
| friends could "easily" share equipment stats with each other
| without needing to scan them in the game.
| belthesar wrote:
| I think this highlights one of the tenets that I try to advocate
| for when folks ask me how to get started on some sort of computer
| science journey. Find a thing that interests you, and work to
| make that. Whether it's working on a game (from scratch, a mod,
| whatever), building a hosting platform, writing a little utility
| to make your life easier, making a website, picking a project
| that has problems you are motivated to solve does wonders to help
| you through the initial suck of getting started. And as Jake the
| Dog says, "sucking at something is the first step to being kinda
| good at something", so anything that helps offset the suck can be
| essential.
| FredPret wrote:
| I wrote thousands of lines of spaghetti Python code this way.
|
| Finally, doing things the right way no longer seems like
| overthinking but instead a massive timesaver longterm.
| efsavage wrote:
| > === How to Learn in the First Place > > (1) Play
| with something. > (2) Read the documentation on it. >
| (3) Play with it some more. > (4) Read documentation again.
| > (5) Play with it some more.
|
| (6) You're starting to learn it! Now _fix_ the documentation
| mfontani wrote:
| I started "real" programming with MUDs, and after a hiatus I'm
| still helping run a C-based MUD, and it's awesome.
|
| Much water has passed under bridges, yet there are dozens of us
| even creating new ones and doing all sorts of weird things with
| this great hobby.
|
| The Multi User Dungeon discord is nowadays the place to meet
| like-minded people who like, or code, or balance, or design, or
| write or use clients for, MUDs. Join us at
| https://discord.gg/multi-user-dungeon-279748146316312576
|
| IAC WILL MUD
| hinkley wrote:
| The first production lines of code I wrote was fixing SO_LINGER
| on diku so that we could restart the server if someone shut down
| their computer without disconnecting properly.
|
| Later I wrote a string intern() function for a highly modified
| MUD that was having memory issues. But they balked at the
| complexity of having to use a malloc/free replacement even after
| I made the arena logic dead simple :/
|
| Also the first implementation of a Slab allocator I ever read
| about, by a wide margin, was in LPMud, which one of my roommates
| and a friend were into. I wouldn't hear that concept again,
| unless I brought it up, for a decade or so.
| Sohcahtoa82 wrote:
| Back in like 1996 I tried to write a MUD using Visual Basic when
| I had no idea how classes and objects work, but I understood
| arrays and how to use "Redim Preserve" to change the size of an
| array while keeping its contents. So any time something needed to
| make a reference to something else, I stored the index of where
| that thing was in another array. It made code EXTREMELY ugly.
|
| No data structures, just lots of arrays. Instead of something
| like "player.health = 100", it was "playerHealth(playerIndex) =
| 100".
|
| If I wanted to make a player hit a monster, it was like
| "monsterHealth(playerTarget(playerIndex)) -=
| playerStrength(playerIndex) +
| weaponDamage(playerWeapon(playerIndex))"
|
| Awful and unmaintainable.
| flomo wrote:
| A lot of production VB apps were written the same way. Array
| was the only data structure.
| throwaway314155 wrote:
| Okay, I'll ask - what's a MUD?
| vinyl7 wrote:
| Multi user dungeon...text based mmorpg usually played through
| telnet or a specialized application
| throwaway314155 wrote:
| Thanks
| beaugunderson wrote:
| Some of my first programming experience was using the language
| inside of a MUSH (TinyTIM to be specific, based on TinyMUSH but
| heavily modified). Interactive experiences could be built up
| using the rudimentary logic afforded.
|
| Found this repository of MUSH code if anyone is curious what it
| looked like: https://www.mushcode.com/
|
| Modifying Eggdrop (the IRC bot written in C) was another project
| that contributed to my early understanding.
| cxr wrote:
| tim.org is still online. Originally started by Jason Scott of
| textfiles.com and now at archive.org.
|
| I'm convinced the Slack-killer is going to be a user
| programmable MUSH.
| beaugunderson wrote:
| That's what Slack kind of started out as right? (it was a
| multiplayer game)
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