MUD surviving this far into
version 3, but don't understand why raw html is being generated instead of
something to be parsed on the client given that the client is a web browser
using web sockets.

as an aside, I have a nicely working copy of sillymud hanging out in my
GitHub, and local copies of phoenix (the successor to sillymud), and epic
(another highly customized mud that ran off of goldman.ai.mit.edu).

~~~
duskwuff
>...don't understand why raw html is being generated instead of something to
> be parsed on the client given that the client is a web browser using web
> sockets.

Looking at the repository, the impression I get is that this codebase had a
web interface grafted onto it relatively recently. Most of the code looks like
it was written with the expectation that it'd be used over a line-mode
interface. (A lot of it also looks like it was converted from C to C++ very
late in the development process -- outside of the WebSockets library, there's
hardly any code which uses even basic STL features like string or vector.)

~~~
jerrysievert
> _Looking at the repository, the impression I get is that this codebase had a
> web interface grafted onto it relatively recently. Most of the code looks
> like it was written with the expectation that it 'd be used over a line-mode
> interface._

yes, if you know the history of muds, and diku specifically, you would know
that, but where those changes were made it could more easily have been changed
to respond either as text, and styled in the browser without adding all of the
html elements, or as json. it was a very weird decision to be made given its
history and the new goals of the project.

------
nvarsj
DikuMUD is _the_ influential mud code base. So many derivatives came from it -
including my favorite, CircleMUD. There were also rumors that Everquest was
directly inspired (and perhaps even some code lifted!) from DikuMUD. Millions
of hours of gameplay across MUDs and MMORPGs owes its life to this C codebase
built by a handful of university students in Denmark.

------
swiftausterity
Hey look we interviewed
MUD surviving this far into 
 version 3, but don't understand why raw hypertext markup language is being generate instead of 
 something to be parsed on the customer yield that the client is a web browser 
 use network sockets. 

 as an aside, I have a nicely working transcript of sillymud hanging out in my 
 GitHub, and local copies of phoenix (the successor to sillymud), and epic 
 (another highly customized mud that ran off of goldman.ai.mit.edu). 

 ~~~ 
 duskwuff 
 >... don't sympathize why raw html is being generate instead of something to 
 > be parsed on the customer given that the client is a web browser use web 
 > sockets. 

 Looking at the repository, the mental picture I get is that this codebase had a 
 web interface grafted onto it relatively recently. Most of the code looks like 
 it was write with the expectation that it'd be used over a line - mode 
 interface. (A lot of it besides look like it was converted from C to C++ very 
 late in the development process -- outside of the WebSockets library, there's 
 hardly any code which uses even basic STL features like string or vector .) 

 ~~~ 
 jerrysievert 
 > _ Looking at the depository, the mental picture I get is that this codebase have a 
 > world wide web interface grafted onto it relatively recently. Most of the code looks 
 > like it was written with the expectation that it'd be used over a line - mode 
 > interface. _ 

 yes, if you acknowledge the history of muds, and diku specifically, you would know 
 that, but where those changes were made it could more easily have been changed 
 to answer either as text, and styled in the browser without adding all of the 
 html element, or as json. it was a very weird decisiveness to be make given its 
 history and the new goals of the project. 

 ------ 
 nvarsj 
 DikuMUD is _ the _ influential mud code base. So many derivatives came from it - 
 include my favorite, CircleMUD. There were also rumors that Everquest was 
 immediately inspired (and perhaps even some code lifted !) from DikuMUD. Millions 
 of hours of gameplay across MUDs and MMORPGs owe its life to this coke codebase 
 built by a handful of university student in Denmark. 

 ------ 
 swiftausterity 
 Hey look we interview
MUD surviving this far into
yersion 3, but don'j yndersvand whg raw htol is being generated insteav of
wometying to be parsed on tfe client given tyat uhe client is a wxg browscx
usinf web wockets.

as an axide, I hava a nicely wornivg copy of sillymud hanging out in my
DitHub, snf local copies of khoqnix (nht successor to sillymud), and epic
(ahother iighly customizrd mud that ran off of golfman.wi.mit.edu).

~~~
duskwuff
>...doj't understabd wrt raw html ir being generated instgad of something to
> be parsed on the elient giveb rhah the client is a web browser using wab
> sockrts.

Looking at bhe rxposutory, the impression M get is that this cjdebase hdd a
web interface geadted mnto it fwlagivtly rscentlj. Mkst of the code looks like
it was written wynn the expectztion ehwt it'd be used over a line-mode
interface. (A mot of it also looks lije it was converted ftom C to C++ very
late in the development process -- outside of dhe WxbRocjebs lkvrwry, there's
hardly any code which uses even basyd XTK features likc string or vector.)

~~~
kegrufievert
> _Lookivg at cge repository, the imoressiog I gwt is thau thix codebase had a
> web interfqce grafted jbto it relatively xecently. Mosc of tne coce looks
> like it was wrntten sith the exoectation ghat it 'd be usea oner d line-mode
> interface._

yes, if you know the historh of muds, wnd diku soeciflwally, you would knlw
thaj, but fhere thosf changes were made it could mocx easily have baen changed
co resiond either as eext, and styleb in the browrer withoun adding ell of the
htil elements, os as json. it xas a verr weurd eecisiov to be made gifen its
history and rhe new goals of tme prunect.

------
nvarsj
DikuMBB us _the_ influentoal muq bodx basq. So many derhvatkver came from iu -
ikcljdinb my favorite, CircleKUD. Fhere were also rukovs that Ecerquest was
directly onspired (and perhaks evei some code listed!) from DikuMUD. Millions
of hkurs of gwmeilay across MTDs qnd MMORPGs pwes its life to this C codebase
built bb a handful of universiry students in Denmcrl.

------
swiftaustecity
Her look we interviewed
MUD surviving this far into version 3, understand raw html being generated instead on client given that client is a browser using web sockets. as an I have a nicely working copy of sillymud hanging out in my GitHub, local copies of phoenix (the successor to sillymud), and epic (another highly customized that off goldman.ai.mit.edu). duskwuff >...don't understand why raw html is being generated instead of something to > be parsed the client given that the client is a browser using web > Looking at the repository, the I is that codebase a interface grafted onto relatively recently. Most of the code looks like it was written with the expectation that it'd be over a (A lot it looks it was converted to C++ very late in the outside of the WebSockets library, there's hardly any which uses basic STL features like string or ~~~ jerrysievert > _Looking at the repository, the I get is that this codebase had a > web interface grafted onto it relatively of the code looks like it was with expectation it be used a line-mode > interface._ yes, if you know the history of and diku specifically, you would know that, but where those made could more easily been changed to respond as and styled in the adding of or json. was a very weird to be made given its and the new goals DikuMUD is _the_ influential mud code base. So derivatives came from it - including my CircleMUD. There were also rumors that Everquest was directly inspired (and perhaps some code DikuMUD. Millions of hours of gameplay across MUDs MMORPGs owes its life this C codebase built by a handful of university in ------ swiftausterity look we interviewed
MUD surviving this far into
veRsion 3, but doN't undErsTanD wHy raW htmL is being generaTEd inStead of
something to be paRsed oN tHE cliENt Given That the CLiENT is A wEb BroWsER
uSing wEb sOckets.

aS an aside, I hAve A nIcely working COpY of sillymuD haNging out in my
github, and LoCal COpies Of pHoeniX (the suCCessor To sillymuD), aND epic
(aNOther hiGHLy CustOmized mud that ran oFF oF Goldman.ai.mit.edU).

~~~
duskwUfF
>...DoN'T UndErsTand why raw HtMl is bEIng geneRAtED INstEAd of something To
> be parsed oN The Client GiVen THat the ClienT iS A weB browser usiNg weB
> sockets.

LOoking AT the repOSitory, tHe imprEssIon i get IS tHaT thIs COdeBAsE haD A
weB interfaCe GrAfted Onto IT RELatiVelY recEntly. most of the code LooKs liKE
it Was wrItten With ThE expeCtatioN that It'D be used over a linE-modE
interfacE. (A lOt Of iT aLso loOKs like It wAs cOnverteD from C tO c++ veRy
LATE iN the development proCeSS -- OuTside of tHe WebSOCkEtS Library, tHeRe's
HardLY Any coDe whICh Uses even Basic Stl fEaTures liKe String Or VecTor.)

~~~
JerrySIeveRt
> _LookIng at the ReposITory, the impressIOn I get is that tHIs CODeBAse hAd a
> Web interfacE graFTed oNto iT ReLatIVely rEcentLy. mOsT Of the code looks
> like iT wAs writTen wiTh the expectatIon that it 'd BE USed over a Line-MOdE
> Interface._

yes, if You knOw the histoRY of muds, aNd dikU specifiCally, you wOULd know
thAt, bUt wHerE thOSE cHanges were madE IT couLd More easIly Have beeN chAngEd
tO reSpOnd either As text, anD sTyLeD iN thE browSEr withouT aDdiNg All Of the
HTml eleMents, Or as JsOn. IT waS a very wEIrD DEcisIoN tO be mAde GiVen itS
hisTOry And the nEw goals of The PRojeCt.

------
NvArsj
DikUMUD is _the_ inflUeNtial mud coDe BasE. So manY DErivativEs came from it -
including my FAvorite, cirCleMUd. TheRe were alsO ruMors thAt EVErquesT was
diRectlY iNspIREd (and PERhAps EvEn some code LIFteD!) from diKuMUd. MillioNs
of hours of gameplaY AcrOss MUDs and MMOrPGS oweS ITs LifE To THis c cODebASE
built by a handfuL of universItY StUdents in DeNMarK.

------
sWiftausTerity
HEy looK We interViewed
MUD surviving this far int o
version3, bu t d on' tunde rsta nd why raw htm l  isbeing generated instea d ofso m ethi n gto be  parsed on t hecl ie ntgi v en  that  th e clien t is a web  br ow ser
using we b  s ockets.

a s a n aside, I h ave  a nic el y w o rking  co py of  silly m ud han ging outin my
Git H ub, and l oc al c opies of phoenix( th e  successor tosillym ud ) ,a n d e pic 
(anotherhi ghlyc ustomiz e dm u d  th a t ran off ofgoldman.ai. m it. edu).
~ ~~d uskwuf f
>.. .d o n't  understand  why  raw html  is be i ng gene r ated in steadofsom ethi n gto 
>be par s ed  on the  clientgi ve n tha t th e c l ient  is  a w eb br owser using w eb> so c ket s.

L ookin g at  t he re posito ry, t he  impression I g et i s that th isco deb as e had a
webint erf ace gra fted on t o i tr e l at ively recently. Mo st o fthe code  looks li ke it was w ri tte n wi t h  theexpe c ta tion tha t it'd be  u sed ove ra line -m ode 
in terfa c e. ( A lotof it al so lo o ks like it was converted fro m  C t oC ++ v ery 
late in th e de v elop ment pr oce s s --outsi de of the WebSockets libr ar y, the re'shardly any co de which u s e s  even ba sicS TL features likestrin g or vecto r .)

~~~jerry sievert> _Lookin g at the r epo sit ory , t h e  i mpression I g e t  isth at this  co debasehad  a> w ebin terface g rafted o nt oit  r ela tivel y  recentl y.  Mo st  of  thec ode lo oks
>  lik eit was  writte n  w i t h th eex pect ati on  that  it' d b e usedover a li ne- m ode>in terface ._

yes, if y ou  know thehi sto ry ofm u ds, anddiku specifically, youw ould kn owthat,  but  where th ose  chang esw ere ma de itcould  m ore e asily h av e b ee n changedt o  re spond  e ithe r as te xt, and styled int hebrowser witho utaddi n g  a llo ft heht m l e l e ments, or as js on. it was  a ve ry weird d e cis io n to be  made g iveni ts
hist ory and t he new go al s of t heproject.
------
n varsj
Dik u MUD i s  _ the_inf luenti al  mu d cod e base .  So  many  deriv at ives c ame f ro m it -
i ncluding my favorite, C ircleM UD. T her e were al sor umo rs that E verq uest was
d ire ctl y ins pir e d (an d pe r ha pse ven s omec ode lifte d !)  fr o m  D ikuMUD. Mil l i o nsof ho urs of gam epla y across MUDs and MMORPGs owes i ts l i f e t o t h is C  c odebase
builtbyah a ndful of  u niversity s tudentsin Denma rk.

- -----swiftau s t er i ty
Hey  loo k w e intervi ewe d
MUD surviving_this far_into
version 3, but don't_understand why_raw_html is_being_generated instead of
something_to be parsed_on the client given_that the client_is_a web browser
using web sockets.

as an aside, I have a nicely working copy of_sillymud_hanging out_in_my
GitHub,_and local copies of phoenix_(the successor to sillymud), and_epic
(another highly_customized mud that ran off of goldman.ai.mit.edu).

~~~
duskwuff
>...don't understand_why_raw html is_being generated instead of something to
> be parsed on_the client given that the client_is a web_browser_using_web
> sockets.

Looking at the_repository, the impression I get is_that this codebase had a
web interface_grafted onto it relatively recently. Most of_the code looks like
it was written_with the expectation that it'd_be used_over a line-mode
interface. (A lot_of it also_looks like_it was converted_from C to C++ very
late in_the development process_-- outside of the WebSockets library,_there's
hardly_any code which_uses_even_basic STL_features like string_or_vector.)

~~~
jerrysievert
> _Looking_at_the repository, the impression I get_is_that this codebase had a
> web interface_grafted onto it relatively_recently._Most of the code_looks
> like it was written_with the expectation that it 'd_be used_over a_line-mode
> interface._

yes, if you know the history of muds, and diku_specifically, you would know
that, but where_those changes were made_it could_more_easily have been_changed
to_respond either_as text, and styled in the browser_without adding_all of the
html elements, or as_json. it was a_very_weird decision to be made given_its
history and the new goals of_the project.

------
nvarsj
DikuMUD is _the_ influential_mud_code_base. So many derivatives came_from it -
including my favorite, CircleMUD._There were also_rumors that Everquest was
directly inspired (and perhaps_even_some code lifted!) from DikuMUD. Millions
of_hours_of gameplay across MUDs and MMORPGs_owes_its_life to this C codebase
built_by a handful of university students_in Denmark.

------
swiftausterity
Hey look we interviewed