[MUD-Dev2] [DESIGN] Homogenized MMORPG Engines (Was: A rant against Vanguard reviews and rants)
Jeffrey Kesselman
jeffpk at gmail.com
Fri Mar 16 10:43:41 CET 2007
On 3/12/07, Adam Martin <adam.m.s.martin at googlemail.com> wrote:
> If you want o
> > One thing I've noticed looking at systems like WorldForge or Darkstar,
> > etc., is that they require that you use a particular language
Actually not entirely true for Darkstar.
On the server you need to use Java byte code because its a container
system. there is no other reasonable way to do what it does. You
could however write in any language that generate Java byte codes.
But we only support Java because of the fundamental complexity
involved with supporting umpteen compilers from umpteen different
(mostly research) projects.
On the client we are client technolgoy agnsotinc. The team puts out
APIs for C++, Java SE and J2ME but its a thin API and (once the GPL is
released) you will free to port it where ever you want.
Keep in mind that, while personally I think its a mistkae to try to
write core logic in a scripting language, many scripting languages
support C++ bindings.
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