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Getting UDP through NAT/firewalls/whatever for a game
Getting UDP through NAT/firewalls/whatever for a game
QuickTime errors
Python script as stand alone MUD server
Subject: Various sound problems
Fragment Shaders & GL TEXTURE RECTANGLE EXT
Subject: Timers and global variables
Re: Language and platform for Text MUD server
Apparent acquisition of Yantis (mysupersales) by IDE
HID keyboard
Getting UDP through NAT/firewalls/whatever for a game
Microsoft Sparkle
Subject: Director MX
Congratulations Horizons
Yet more problems fullscreen mode
Apple Dev Kitchen Them 's tasty vittles, Maw!
NSOpenGLContext, Pbuffers, and drawables
More DCR "theft " naughtiness
dynamic sprite creation and imaging lingo
Re: Find stuff in Flash array?
Effects of skill imbalances?
QuickTime errors
Rom 2 4/Quickmud Enhancement/Bug fix
Subject: Working with XML files/CFURL
smooth scrolling/subpixel tweening
RE: (Ron help me?) Flash text
Subject: Flash Racing
Subject: MudDev FAQ 2
Browser based games
Installing GLUT
Special character in Flash XML
 
MUD Dev
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Final Fantasy XI debut on PS2 in US

"A Fantasy That 's Never Final " Chris Kohler. Wired News April 5 2004. http //www.wired.com/news/games/0 2101 62910 00.html <EdNote Copy below > -- <cut >-- A Fantasy That 's Never Final By

Re: [MUD-Dev] re: Sun 's Sim Server and Gordon 's 10 Reasons
   (thefirstone :))

Tess Snider > The middleware folks have their heart in the right places. Let 's > get all this technical nonsense out of the way so that people can > do content generation! The universal proble

Re: [MUD-Dev] Middleware (was re: Sun 's Sim Server and Gordon 's 10
   Reasons (th

On Mon 5 Apr 2004 Michael Sellers wrote > This is the chicken-and-egg problem for middleware providers once > you can show your product adding significant and obvious value to > a game selli

Middleware

Michael Sellers wrote > Raph wrote > > To broaden the discussion a little to the general topic of server > > middleware/server codebases what 's the general feeling of the > > list on this issue?

Announcement: Community Work Symposium - May 21

On Friday May 21 2004 The ITU 's Center for Computer Games Research will be hosting an all-day symposium entitled "Community Work Managing Multiplayer Culture. " Multiplayer game designers and a

Middleware (was re: Sun 's Sim Server and Gordon 's 10
   Reasons (thefir

Raph wrote > To broaden the discussion a little to the general topic of server > middleware/server codebases what 's the general feeling of the > list on this issue? My personal take is that mid

Functional languages

-- <cut >-- Note This message was written via the list web archives. There is no guarantee that the claimed author is actually the author. -- <cut >-- Original message http //www.kanga.nu/archive

The Economic Model - as a Game

Greetings to you all! I 've been absent from this list for quite some time but I 'm back and somewhat fortuitously there was already a thread running on Economic Modelling. I am currently t

Re: [MUD-Dev] re: Sun 's Sim Server and Gordon 's 10 Reasons
   (the first one :))

At 14 54 31.03.2004 ceo wrote > His summary is "So in short which of Gordon 's 10 does the Sim > Server adress? My answer is every one thats real! " which I find > somewhat blinkered. It appear

Re: [MUD-Dev] re: Sun 's Sim Server and Gordon 's 10 Reasons
   (the   firstone :))

Michael Sellers wrote > For an example from a different but equally necessary area I > talked with Chris Mellissinos and others in Sun 's booth at GDC > about the lack of strong 3D solutions for

Client side simulation

Is it worth to design a client side simulation model? Contrast with common server side simulation and clients receiving states update only. Means it 's a client/server model but server only

Subject: Mogi from Newtgames

>From this article on slashdot http //games.slashdot.org/article.pl?sid 04/04/02/0113231&mode nested&tid 127&tid 137&tid 186&tid 193 it seems that Mogi - a cool geolocalized web/cellphone cen

Playas Pay to Spread the Luv

Like MUDs only not a fantasy genre. http //www.wired.com/news/games/0 2101 62826 00.html?tw wn_tophead_4 Mike "Talien " Tresca RetroMUD Administrator http //michael.tresca.net -- <cut >--

RE: [MUD-Dev] re: Sun 's Sim Server and Gordon 's 10 Reasons (the
   firstone :))

Ceo wrote > At the GDC Sun released a new technology a protype MMOG server > system. I 'm guessing quite a few people on this list saw it (I 'd > be interested to know what you thought). > It

re: Sun 's Sim Server and Gordon 's 10 Reasons (the first
   one :))

At the GDC Sun released a new technology a protype MMOG server system. I 'm guessing quite a few people on this list saw it (I 'd be interested to know what you thought). It was built by someone a

DGN NEWS: Master 's thesis on quest systems for MMORPGs

I have just gotten final approval on my thesis on quest systems for MMORPGs. It 's available from http //www.saar.se/thesis.php (opens as a PDF-file) The thesis studies existing solutions and

Bots Open Door to Gaming History

From http //www.wired.com/news/print/0 1294 62791 00.html Could have application to MUDs. Mike "Talien " Tresca RetroMUD Administrator http //michael.tresca.net Bots Open Door to Gaming His

MUD/MMO Service Tools

I 'd like to know what tools and facilities people think are essential for running the service side of a MUD or MMO. By this I mean stuff like backup systems logging facilities patching services e

Character Restraint & Capture. (long)

Please excuse me Eric but I 'll split my reply into two emails to make for easy reading. J. Eric Random wrote > Jester 's Bounty Hunter system could be summed up as player-run law > enforceme

Mesh Project

Hi there mud-dev - it has been awhile I 'd like to annouce a free open source mud project in the works and invite anyone interested to stop on by and check it out. Is it like Dev-Mud? Yes no

Why significant rewards for quests are a bad thing

Pro 1. You can get players to play boring repetitive quests. 2. Players expect it. Contra 1. You screw up the motivation for playing the quest at the right time. I.e. the player

Parser engines

On March 11 2004 06 48 pm Mike Rozak wrote > Speaking of other languages does anyone have experience with GOOD > parsers that work with languages whose grammar/origin is very > different from

Subject: 2d mapping in SQL

Greetings All. My current project is a multiplayer web-based trading game. The question of whether you will truly consider what I envisage as a Mud or not is an interesting one - my design notes

Cultural impact on Muds

"Koster Raph " <rkoster@(protected) > writes > politics and legislation is a primary mechanic) or Fighting > Legends was (where control of multiple avatars simultaneously was > a mechanic).

Subject: Re: Parser engines

Thanks to everyone for their replies. It looks like my fundamental assumption -- that it just isn 't necessary to have a very elaborate parser -- is probably the most accurate. I doubt that bette

Subject: Re: Player Justice

Matt Mihaly wrote > On Wed 10 Mar 2004 Brian Green wrote > > "Guilty until decided innocent " is a much better tool in online > > games. > That is pretty interesting. Do you find your players

RE: [MUD-Dev] Player Justice (was: Character Restraint & Capture
   (bounty hunti

From Matt Mihaly > 1. What players sense as real 'justice ' requires context and > intention to be taken into account. > 2. Software does a terrible job of taking into account both of

Announce: MUD-Dev Conference

http //kanga.nu/MDC/ The MUD-Dev Mailing List Presents the Second Annual MUD-Dev Conference Saturday March 27th 2004 Sunday March 28th 20044

Re: SSH Encryption on data stream

On 10 October 2003 "Craig H Fry " <craigfry@(protected) > wrote > So many games are plagued by packet sniffers I often wondered why > more companies didn 't do a per-session SSH encryption on the data

Economic model (long)

Brian wrote > I 'm working as the economic designer for a mud me and a group of > people are putting together. I have also recently (over the last year) been working on the economics for a ver
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