[DGD] just out of curiosity

Shentino shentino at gmail.com
Mon Sep 10 23:17:22 CEST 2012


Indeed.  Rendering should be a client side issue.  The server, after
all, can't exactly touch the client's GPU directly.

Though I did recently learn of this thing called virtual gl or
something that makes opengl run over a network connection.

On Mon, Sep 10, 2012 at 2:03 PM, Jared Maddox <absinthdraco at gmail.com> wrote:
>> Date: Mon, 10 Sep 2012 15:51:45 +0000
>> From: "Schmidt, Stephen" <schmidsj at union.edu>
>> To: All about DGD and Hydra <dgd at dworkin.nl>
>> Subject: Re: [DGD] just out of curiosity
>> Message-ID: <BEACBB441183C7499BC63182DF11406B957E740E at mbx2.union.edu>
>> Content-Type: text/plain; charset="us-ascii"
>>
>> Dworkin wrote:
>>> The second change is that muds are much further along the road to
>>> extinction.
>>
>> Without getting involved in any of the other issues in this exchange, I
>> would like to ask a question about this statement.
>>
>> It strikes me that what's along the road to extinction is not MUDs, but
>> text-based connections. To whatever extent something like World of
>> Warcraft counts as a MUD (I think it meets at least some of the
>> broader definitions of what a MUD is) MUDs are doing fine. Or, perhaps,
>> what is along the road to extinction is free software run by hobbyists,
>> displaced by commercial products like WoW, though I think one can
>> make a stronger case that freeware supported by hobbyists has a
>> future ahead of it.
>>
>> The question is whether anyone is working on a lib for DGD that would
>> support a graphical MUD? I would guess it would have to be paired with
>> client software, but that's not an insuperable barrier to making a MUD.
>>
>> I have a feeling that if I was lurking more attentively I might already know
>> the answer to this question, but I'm not and I don't, and in any event, it
>> might merit a little discussion in the wake of Dworkin's statement quoted
>> above.
>>
>> Steve
>>
>
> I don't know that anyone's actually working on such code, but there is
> at least one web server implementation, so a HTML/CSS/JavaScript
> solution shouldn't be all that hard to implement. If you wanted to do
> it at a lower level, then I'd suggest drawing some inspiration from
> X11 (but make it incompatible, X11 is apparently a big mess with too
> much useless legacy stuff).
>
> I was working on a DGD binding to SDL, but I've been working on other
> projects lately.
>
> Bear in mind that any gui system would probably be more popular if it
> wasn't tied directly into a particular mudlib. Gui systems should be
> minimalist things that mudlibs use, since most muds probably wouldn't
> want to represent individual pixels, etc. For that matter, for muds,
> mmos, etc., you don't really want a gui library, because you'll have a
> client to handle that, you'll be transmitting more fundamental
> information instead (such as the location of a character). Both HTML
> and my SDL binding would be appropriate to this, and HTML should even
> be pretty fast to do.
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