From sampo at vuoret.net Sat Nov 17 15:43:47 2007 From: sampo at vuoret.net (Sampo Vuori) Date: Sat, 17 Nov 2007 17:43:47 +0200 Subject: [lisp-game-dev] Hello Message-ID: Hi fellow Lispers! Since this is my first post on the list let me introduce myself. I'm Sampo Vuori, 29 years old guy from Finland. I have been fooling around with Lisp (and a lot of other langs as well) for years. Not a long time ago I finally got a Lisp-based project started and nearly finished as well. It isn't anything big but not a hello world either. Now that I got started I began to wonder if it'd be finally time to make one of the long-time dreams come true and write my own mud. I have been playing them for a long time and from time to time I decide to write my own, so I download a pile of codebases, drivers, libraries, rummage through them and finally get depressed by licenses, language choices, design choices etc. etc. and finally give up and just continue playing the muds. I see that Lisp actually has a lot of stuff in the language / design that'd help writing a mud so I thought.. maybe there already is/are a project whose goal is to write a Lisp -based mud (driver). I'd really like to get involved. If not, maybe someone who sees this will be interested and we can start one. - Sampo -- Not all who wander are lost -- J.R.R. Tolkien From brandon at cs.uri.edu Sat Nov 17 16:55:58 2007 From: brandon at cs.uri.edu (Brandon Edens) Date: Sat, 17 Nov 2007 11:55:58 -0500 Subject: [lisp-game-dev] Hello In-Reply-To: References: Message-ID: <20071117165558.GE1561@bruno> On Sat, Nov 17, 2007 at 05:43:47PM +0200, Sampo Vuori wrote: > Hi fellow Lispers! Hi Sampo. Excellent to hear there are other Lisp mud enthusiasts out there. This list is for talk of any game type programming in Lisp. I'd hoped it could be a place where the lisp game programmers could form a community, share snippets, etc... > Since this is my first post on the list let me introduce myself. I'm > Sampo Vuori, 29 years old guy from Finland. I have been fooling > around with Lisp (and a lot of other langs as well) for years. Not a > long time ago I finally got a Lisp-based project started and nearly > finished as well. It isn't anything big but not a hello world either. I'm Brandon Edens 27 living in Rhode Island. I have a Common Lisp Mud called BMUD that is a cross between rogue/diku. Its not much of a game. You can walk around the text world but beyond that I don't think you can do much. There are little snippets here and there that might be useful. Development has stalled out because I got bogged down working on a dynamic lighting system and got caught up working on my Common Lisp powered website (in my personal time). I do have some code that does shadowcasting if anyone is interested. It seems to have some errors but it performs well, supposedly. > Now that I got started I began to wonder if it'd be finally time to > make one of the long-time dreams come true and write my own mud. I > have been playing them for a long time and from time to time I decide > to write my own, so I download a pile of codebases, drivers, > libraries, rummage through them and finally get depressed by licenses, > language choices, design choices etc. etc. and finally give up and > just continue playing the muds. Yeah. I believe my stuff is licensed GPL. It needs to be the Lisp Lesser GPL and I'll correct it one day soon. My only goal with licensing is to protect my free time work from pillaging by commercial entities. Well that and share my work with others. If you found my MUD and didn't like the license I might be obliged to change it. > I see that Lisp actually has a lot of stuff in the language / design > that'd help writing a mud so I thought.. maybe there already is/are a Yes. Common Lisp is pretty amazing language for Mud programming. > project whose goal is to write a Lisp -based mud (driver). I'd really You know it might not be bad to scale down my objectives and just get a plain MUD for reference purposes then build my alternative rogue/diku game off of that. The problem is that the rogue world is so different from a MUD's world. I've seen efforts in the past to convert MUDs to more roguish like games and it generally isn't pretty. > like to get involved. If not, maybe someone who sees this will be > interested and we can start one. For reference I played Sojourn, Duris, Toril. I've hacked some on the Duris codebase and helped out a bit with Greymud/greycode. This is all C programming. I did see a MUD that a woman wrote in Common Lisp. It was pretty much a Duris replica she made in approximately 3 months of free time. I'm down for hacking. I still want to try out multiple common lisp developers using multiple swank/slime connectors. heh... Brandon -- Brandon Edens brandon at cs.uri.edu http://www.brandonedens.org key 0x42248B92 -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From sampo at vuoret.net Sat Nov 17 17:36:39 2007 From: sampo at vuoret.net (Sampo Vuori) Date: Sat, 17 Nov 2007 19:36:39 +0200 Subject: [lisp-game-dev] Hello In-Reply-To: <20071117165558.GE1561@bruno> References: <20071117165558.GE1561@bruno> Message-ID: > Yeah. I believe my stuff is licensed GPL. It needs to be the Lisp Lesser GPL and > I'll correct it one day soon. My only goal with licensing is to protect my free > time work from pillaging by commercial entities. Well that and share my work > with others. If you found my MUD and didn't like the license I might be obliged > to change it. Well, I'm a free software enthusiast and I'm not put off by GPL, that comment was mainly aimed at those custom-made weird licenses which plagued the mud drivers/libraries in the nineties. In this case though I think it'd be good to have llgpl mud driver and keep the actual game rules and 'data' a bit more closed. Just to prevent players from spoiling the fun from themselves and keep the joy of exploring in the game. > You know it might not be bad to scale down my objectives and just get a plain > MUD for reference purposes then build my alternative rogue/diku game off of > that. The problem is that the rogue world is so different from a MUD's world. > I've seen efforts in the past to convert MUDs to more roguish like games and it > generally isn't pretty. Yup, I'd like to make a plain regular mud (with number of fresh twists of course =) but no mixing across game types. Keeping the driver as a separate project would be a good thing as well. This way people could be writing their own rules/worlds but still all would benefit from bug fixes and advancements of the driver. > For reference I played Sojourn, Duris, Toril. I've hacked some on the Duris > codebase and helped out a bit with Greymud/greycode. This is all C programming. > I did see a MUD that a woman wrote in Common Lisp. It was pretty much a Duris > replica she made in approximately 3 months of free time. I played a lot of LPMUDs was a wizard in a few and still do like them in general. > I'm down for hacking. I still want to try out multiple common lisp developers > using multiple swank/slime connectors. heh... Does that work? =) It'd be great to have main devs connect via swank and maybe builders etc. use a bit lesser interface :P - Sampo