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1. codebase Tue Apr 3, 2012 [11:03 AM]
nscoolness
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member since: Feb 11, 2012
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i love muds,and am wondering about them...besides the actual games,like what a codebase is an other terms.
new to MUDding,but i love it


2. RE: codebase Tue Apr 3, 2012 [12:20 PM]
Lyanic
lyanic@gmail.com
member since: Dec 26, 2005
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- Lyanic, Creator/Designer/Administrator
The 7th Plane (7thplane.net 8888)


3. RE: codebase Tue Apr 3, 2012 [3:01 PM]
Jodah
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member since: Dec 21, 2001
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That link actually tells you surprisingly very little and I
would encourage you to just disregard it. You would do much
better just with google.


4. RE: codebase Tue Apr 3, 2012 [4:24 PM]
Lajos
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member since: Aug 17, 2003
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In simplest terms, a MUD codebase is a collection of pre-defined features that are intended to be used in an online text-based game. To reach the requirement for a codebase these features must actually make the game accessible for others; I would consider SocketMud a codebase, although it doesn't really have many features at all, mostly just the socket.

In any case, in common terms a codebase is generally referred to when people are interested in the derivation of your work. If you claim you write a custom codebase many people are skeptical, but you are allowed to do with it what you will. Any derived codebases are subject to the licenses from which they were derived; i.e. any of the long list of Diku derivations all must adhere to the Diku license.

On an amusing note because of the relative size of most codebases, it is possible to treat them as individual programming languages. Learning all the macros and functions of a given codebase takes a longer amount of time than the syntax of the language from which it is written. So if someone is looking for a specific derivative in their codebase work, they're just looking for someone that has worked with the structure.




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