tag:blogger.com,1999:blog-37404288.post1505346415888307766..comments2023-11-02T14:40:18.756+01:00Comments on JP Moresmau's Programming Blog: What client for an Haskell Multi Player Game?JP Moresmauhttp://www.blogger.com/profile/09964251063221757176noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-37404288.post-38909130154691312052014-04-17T10:12:45.681+02:002014-04-17T10:12:45.681+02:00This comment has been removed by a blog administrator.Anonymoushttps://www.blogger.com/profile/13225310175142443587noreply@blogger.comtag:blogger.com,1999:blog-37404288.post-67860325606257333772009-10-13T01:49:54.665+02:002009-10-13T01:49:54.665+02:00Make a text based game like a MUD. Graphics are ov...Make a text based game like a MUD. Graphics are overrated, only client you need is telnet.Catdoghttps://www.blogger.com/profile/09750555176906737955noreply@blogger.comtag:blogger.com,1999:blog-37404288.post-24157762769132338612009-10-10T08:07:35.108+02:002009-10-10T08:07:35.108+02:00I wouldn't really touch HTML/CSS/JS with a bar...I wouldn't really touch HTML/CSS/JS with a barge pole, the reason being their utter brokenness. I'm talking about both specification and implementation.<br /><br />Current web technologies require too much fiddling to get a result: that's why there are so many "frameworks" out there. Flash is much better for your task.Artyom Shalkhakovhttps://www.blogger.com/profile/08658644954244073101noreply@blogger.comtag:blogger.com,1999:blog-37404288.post-26222595629985662242009-10-10T03:13:15.847+02:002009-10-10T03:13:15.847+02:00You might consider writing a client (or server) fo...You might consider writing a client (or server) for one of the existing fee MMOs.<br />Stendhal or The Mana World, mentioned above, would be good choices, or Worldforge. That way you don't have to spec out the protocols or build all the content yourself.Jameshttps://www.blogger.com/profile/07208730477422934265noreply@blogger.comtag:blogger.com,1999:blog-37404288.post-85277453126102943412009-10-10T01:34:44.754+02:002009-10-10T01:34:44.754+02:00You can go OpenGL with isometric view (much like 2...You can go OpenGL with isometric view (much like 2D view) and 3D effects. But you need really good artwork for backgrounds.<br /><br />Server in Haskell makes a lot of sense.<br /><br />Client in whatever language with builtin scripting in Lua or Scheme would rock. I think Scheme would fit you well considering that you like functional.Sebastián BenÃtezhttps://www.blogger.com/profile/06464568071990044334noreply@blogger.comtag:blogger.com,1999:blog-37404288.post-56596364409759947202009-10-10T00:50:55.907+02:002009-10-10T00:50:55.907+02:00Depending on what all you're interested in you...Depending on what all you're interested in you may want to look into some of the classic browser-based MMO strategy games (e.g. <a href="http://en.wikipedia.org/wiki/Utopia_(online_game)" rel="nofollow">Utopia</a>, though I don't know how the current version compares to the one I played). There was a whole genre of them around 1998~2003 before the graphics-heavy MMORPGs (WoW, etc) came out. You may also want to look into some of the classic (non graphics-heavy) MMORPGs like Ultima Online, or their modern open-source variants like (the excellent) <a href="http://arianne.sourceforge.net/?arianne_url=games/game_stendhal" rel="nofollow">Stendhal</a> or the (ever nascent) <a href="http://themanaworld.org/" rel="nofollow">The Mana World</a>.<br /><br />I guess my main point is that there are many subgenres of MMO. They differ obviously in their graphics, but the style of play and the overall user interface are also significantly different. A well-designed rogue-like would be easy to convert into a classic MMORPG. If you're worried about the graphics you could always go for cracktastic ASCII art (like the single-player <a href="http://www.bay12games.com/dwarves/" rel="nofollow">Dwarf Fortress</a>).<br /><br />One thing you should be concerned with up front, though, is sharding and migrating. For anything MMO, you need to be able to split the world and the players up and distribute them across multiple machines. Even if you only have one server to play with for now, this is a feature you'll want and it's hard to alter code to add it after the fact.Unknownhttps://www.blogger.com/profile/05766067924472271354noreply@blogger.comtag:blogger.com,1999:blog-37404288.post-61150618379128691372009-10-09T19:12:06.068+02:002009-10-09T19:12:06.068+02:00Google for "flash socket javascript" (no...Google for "flash socket javascript" (no quotes in the google query). I'm thinking of doing a similar sort of project (not at all a game, but a lot of interaction) and that's the approach I'm eyeing.<br /><br />I suppose if I'm really slick I'll make it so I can use websockets if they are present, and fall back to flash if not.Unknownhttps://www.blogger.com/profile/03842014488803010180noreply@blogger.comtag:blogger.com,1999:blog-37404288.post-29774380593145649932009-10-09T16:26:32.913+02:002009-10-09T16:26:32.913+02:00I had the same idea a while back, and ended up wri...I had the same idea a while back, and ended up writing the server in haskell and the client in C++. that way I learned both :)<br /><br />This worked well for me since the client doesn't have _that_ much logic and you have much more options to choose 3D frameworks for the client. No need to write haskell bindings first.<br /><br />Of course I got completely sidetracked with everything I came across, so nothing's working, but had a lot of fun ending up nowhere :)Anonymoushttps://www.blogger.com/profile/02275070249163201417noreply@blogger.com