Hi Fattom, Thanks for your response. I don't think most browsers support Websockets quite yet, and I don't want to tie people to a specific one.
What is the most challenging part of writing a MUD for http aside from real time delivery, which I'm hoping Ajax push solves? Aside from that I believe I can write the methods required to produce the output that is expected from the various commands in the game I plan to implement, and can manage player attributes with player objects and back them with a nice database. I could certainly be missing something crucial though, so please let me know. To me it sounds much more difficult to write a client and server using telnet. Thanks, MLS On Oct 3, 10:55 pm, 番頭Fattom <[email protected]> wrote: > 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 -- You received this message because you are subscribed to the Google Groups "Google App Engine for Java" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/google-appengine-java?hl=en.
