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MUD trees

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Title: MUD trees  
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MUD trees

The MUD trees below depict hierarchies of derivation among MUD codebases. Solid lines between boxes indicate code relationships, while dotted lines indicate conceptual relationships. Dotted boxes indicate that the codebase is outside the family depicted.

Note that codebases are different from individual servers, in the same way that a biological family/genus/species is different from a specific bird at a zoo or fossil imprint in a museum. Some of the codebases below are incredibly popular, with many servers based on them; other codebases may only be found on archive sites, making them available but effectively extinct. For a list of specific servers using some of these codebases, see the Chronology of MUDs article.

Contents

  • AberMUD family tree 1
  • TinyMUD family tree 2
  • LPMud family tree 3
  • DikuMUD family tree 4
  • See also 5
  • References 6
  • External links 7

AberMUD family tree

TinyMUD family tree

Also known as MU*

LPMud family tree

DikuMUD family tree

See also

References

  1. ^ Eddy Carroll. "5. Reviews -- Rest of the World". Cox was a player of MUD1 who wrote AberMUD while a student at the University of Wales, Aberystwyth. 
  2. ^  
  3. ^ Salte, Alf; Sørseth, Gjermund. "Information and Installation Guide for DIRT 3.1.2". The files doc/CHANGELOG-aber-IV and doc/Manual.ms contain changes and info for the old original code, they are obsolescent and are included for historical reasons only. 
  4. ^ Aspnes, James (1991-04-19). "MUD Info". TinyMUD 1.0 was initially designed as a portable, stripped-down version of Monster (this was back in the days when TinyMUD was designed to be up and running in a week of coding and last for a month before everybody got bored of it.) The basic idea was to include the minimal object-creation and locking features of Monster without throwing in all the hairy stuff. Since then a lot of the hairy stuff has been reinvented. It might be interesting to go back and look at the Monster docs and see how much of its functionality eventually showed up in TinyMUD. 
  5. ^  
  6. ^ a b c  
  7. ^ a b  
  8. ^  
  9. ^ a b  
  10. ^ a b  
  11. ^ Mulligan, Jessica; Patrovsky, Bridgette (2003). Developing Online Games: An Insider's Guide. New Riders. pp. 452–453.  
  12. ^ Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. pp. 164–165.  
  13. ^ a b Towers, J. Tarin; Badertscher, Ken; Cunningham, Wayne; Buskirk, Laura (1996). Yahoo! Wild Web Rides. IDG Books Worldwide Inc. p. 141.  
  14. ^ "The History of Pike". Pike. Retrieved 2009-09-09. In the beginning, there was Adventure. Then a bunch of people decided to make multi-player adventure games. One of those people was Lars Pensjö at the Chalmers university in Gothenburg, Sweden. For his game he needed a simple, memory-efficient language, and thus LPC (Lars Pensjö C) was born. About a year later Fredrik Hübinette started playing one of these games and found that the language was the most easy-to-use language he had ever encountered. 
  15. ^ Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. p. 22.  
  16. ^ a b c d e  
  17. ^ Cowan, Andrew (2001-09-17). "MUD FAQ Part 4". Internet FAQ Archives. SMAUG: [...] History: The SMAUG code started out as a Merc2.1 MUD called "Realms of Despair" in 1994. It wasn't until 1996 that it was given its name, and the first public release wasn't until December of 1996. The interest in the code spread like wildfire, and within a few months and a few revisions there had been over 20,000 downloads of the distribution. 
  18. ^ Koster, Raph. "Online World Timeline". GodWars, a Merc derivative codebase, is released unofficially 

External links

  • The Dikumud Family Tree from the official DikuMUD site.
  • A Classification of MUDs by Martin Keegan
  • Another version of the mud family tree.
  • MUD Genealogy Project is a very complete version of mud family tree.
  • The History of Pike
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