If the client access server with HTTP, GAE is definitely OK.

But in my experience, Telnet is a better protocol for Mud/BBS.
And I think GAE do not support socket function.

If GAE support WebSocket, it will be a good way to approach that...
(but I am not sure about this feature.)

The most important thing is that it's very difficult to write a MUD
including MUD OS/MUD Lib/MUD compiler...
It's not a easy job.


On 10月2日, 上午11時02分, MLS <[email protected]> wrote:
> My friend and I are looking to rewrite an old BBS MUD.
>
> The game is a few thousand rooms and purely text based with commands
> issued by individual players and the game responding and updating
> players stats based on the results of their commands.
>
> I do not have a programming background, and I'm wondering about the
> best way to approach writing it for GAE.
>
> Attempting to translate the game to objects, I have the following
> layout:
>
> World object holds all of the zone objects, zone objects hold rooms,
> room objects hold players, player objects hold inventory objects,
> spellbook objects, and attributes. Then write appropriate methods for
> manipulating the objects appropriately and returning the results.
>
> I have a few questions though:
>
> 1. Is this a technically correct way of approaching the problem? If
> not, what would be better? (keep in mind, I am not a professional
> programmer by any means. I can find my way if I have something already
> written to make changes, but I've never written anything from scratch
> before). Would I populate all these objects, then write world to the
> db and retrieve it for each player action? I have no idea how servlets
> work to store state, or really how they work in general really.
> Basically, how would I be storing and retrieving stored player
> statistics which are constantly changing many times a second as
> players play the game.
>
> 2. A key issue is the ability to push updates to players in real time,
> and track individuals who are connected. For example, I would like the
> ability to be able to call something like
> room[someroomnum].sendtoall("Some message here"); to push a message to
> all players in that room, or player[someplayernum].send("some message
> here"); to send replies to players directly.
>
> I understand this is a complex issue with the stateless http protocol,
> but I have read some about the upcoming channel API which sounds like
> it may offer this ability but I don't know enough to be certain.
>
> Overall I'm looking to avoid devoting countless hours to this project
> if it is going to be beyond my abilities to complete successfully.
>
> Thanks very much for your time and consideration,
>
> MLS

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