Comment by nateb2022
2 days ago
I love how concise that Haskell code is! I've also started building a new MUD engine, but in Rust (previously I've written a partially complete one in Go), and this time around I'm working on implementing a MUD using an ECS (entity component system).
I'm also planning on an ECS system as well! Very cool. Are you publishing the code somewhere? There's also a Slack for MUD developers if you're interested in chilling with like-minded people: https://mudcoders.com/join-the-mud-coders-guild-6770301ddcbd...
> There's also a Slack for MUD developers if you're interested in chilling with like-minded people
I am very much the target person for this but also am oddly sad that this isn't like ... a MOO? Or something!
Right? This is ripe territory for a talker
I have 'Create a MUD server' on my side project todo list. I Want to do it with golang too. I have some experience with C and SMAUG codebase; just tinkering around. What were your biggest challenges and wins with a Go based MUD server?
When I wrote the Go one, the biggest challenge I had was synchronizing global state, since it was massively concurrent (there was a server goroutine to handle the main game tick, and two goroutines per connected client, one to read and the other to write).
I ran into a fair amount of deadlock situations during development of different features, and in retrospect I think I would have benefited a lot from the architectural/paradigm shift to an ECS or an actor model like https://github.com/anthdm/hollywood
As for the wins, Go always makes it very easy dealing with concurrency primitives, I really loved using channels, and pretty much everything I needed was in the standard library.