Re: Circle's net protocol

From: Mark A. Heilpern (heilpern@MINDSPRING.COM)
Date: 11/10/97

At 12:14 PM 11/10/97 -0500, you wrote:
>> presented solution.  In the case of a MUD, this won't work, because we
>> can't expect people to download up-to-date data and binaries for the
>> MUD everytime we change a feature or an area.  So, it's something like
>> comparing apples and oranges.
>Why not? What if it made the mud a lot more fun to play? There are enough
>non-OS specific GUI libraries out there that a simple, portable interface
>could be written fairly quickly.
>Couldn't you (if you were a complete nutcase) have the client send data on
>a second port, so that you'd still get the text data, but if you had the
>client be able to get extra info as well? I dunno what good this would do
>you in a hack and slash mud, (REALLY nice 3d hp/mana/mv bar graphs :) ),
>but suppose you were playing that Mechwarrior MUD I keep seeing bandied
>about. You'd need to keep track of enough different information at once
>that a REALLY large prompt or conatantly typing 'sco' would be your only

I've thought about this possibility before. Though I haven't acted on it, what
I've thought of is the power of Java. A Java client could be written that
fetch "extra data information" from the mud (if the user has this preference
turned on) and could use that extra information to either play a sound or show
a graphic from data that could either be stored locally or on a web server
(If I ever write this client, it will initially only fetch www data, but
the second
pass would probably allow you to save a local copy.)

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