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README
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README
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General
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=======
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wMUD is a MUD code base. It is written from scratch, using GLib and CURL.
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Although it is just another MUD code base, I tried to add unique features, and
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also tried to make it as flexible as possible.
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wMUD stores everything in an SQLite3 database, and everything really means
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everything. The whole world is dynamic, and most of it can be defined without
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touching the code itself. Possible directions, areas, rooms, items, mobs,
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races, classes and all important apects of the world are in the database
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backend, and as such, can be reloaded runtime without stopping the MUD.
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wMUD is modular. Except the basic commands, everything is loaded via dynamic
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modules (well, on systems which support it). This again helps flexibility, as
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commands, spells, and many more can be loaded or unloaded runtime. This, of
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cource can sometimes cause funny things in game play (characters disappearing
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because of unloaded race), but everything can be explained with a good story.
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Or, if you are not creative enough, you can simply disable this functionality.
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wMUD is a threaded application using GLib's GThread functionality. All tasks
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are done by separate threads, so the game can run as smoothly as possible. The
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game world is ran by one thread. Database updating is done by a separate
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maintenance thread. This may cause some lags in the database update process,
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but whenever it causes trouble, wizards can force the maintenance thread to
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start immediately. The Out-of-Game chat functions also run in different
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threads.
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Development
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===========
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wMUD's development, so as other MUD codebases', is no easy task. Although each
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thread is coded in separate files (except the game thread), threading makes it
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even difficult. I try to make this task as easy as possible with comments and
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an API reference, but this is also a hard goal to accomplish. If you really
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want to mess with things, the file HACKING is just the place for you.
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