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27937: [MUD-Dev] Using Windows Scripting Host

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From: Owen Matt <Matt.Owen@tube.tfl.gov.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 15 Aug 2003 10:36:46 +0100
Organization: Kanga.Nu
During the development of MUD32, my own 'for fun' MUD project, I
have been considering the implementation of Windows Scripting Host
as a method for adding on-the-fly script abilities that are attached
to objects.

While I was scoping out how to do this, I found myself considering
the concept of a core mud driver, that just manages the sockets
written in a compiled language (C or VB), combined with the whole
'game code' in the form of VBScript/Jscript, implemented via Windows
Scripting Host. My focus on this is to provide a MUD framework that
is easy for a programming newbie to implement and customise,
exclusively in the Windows environment (which is under-represented
in the MUD server community).

The stumbling block I have however, is which parts of the engine go
in the driver EXE and which parts should be script files. WSH
provides hooks where functions and objects in the compiled code can
be exposed to the called scripts, but I am unsure which parts of the
mud should be scripted. Is feasible to script everything bar the
tcp/ip socket management ?

Has anyone had any experience with something like this, and can
offer a few pointers?

-Jar.
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