Dworkin's Game Driver

Last updated

DGD, Dworkin's Game Driver (at one time called Dworkin's Generic Driver), is an LPMud server written by Felix A. "Dworkin" Croes. [1] [2] DGD pioneered important technical innovations in MUDs, particularly disk-based object storage, full world persistence, separation of concerns between driver and mudlib, runtime morphism, automatic garbage collection, lightweight objects and LPC-to-C compilation. [1] [3] [4]

Contents

History

DGD's first public release was on August 12, 1993. [3]

The first publicly available MUD to use DGD was PaderMUD (later Xyllomer ), in December 1993. [5]

The original primary development MUD for DGD was The Pattern, [6] referencing The Chronicles of Amber (like Croes's pseudonym Dworkin, which refers to Dworkin Barimen). It was taken offline sometime before February 1997. [7]

During the 1994–1995 academic year, DGD was a core element in a master's thesis at the Katholieke Universiteit Leuven. As part of the thesis work, a deterministic mechanism for handling arrays and mappings passed between objects was devised. [8]

In December 1995, exclusive rights to commercial use of DGD were acquired by BeeHive Internet Technologies, Inc., which sold an exclusive license to ichat in January 1996. ichat used DGD to establish the first Yahoo! chatrooms. ichat then became Acuity Corporation, which sold a sublicense to Skotos in February 1999. Skotos used DGD to create a series of online games. Acuity Corporation was later acquired by Quintus Corporation. In March 2001, the exclusive license was terminated due to the bankruptcy of that company. [4] [9]

In 2002, DGD was used for academic research into persistent distributed object systems. [10]

In August 2005, DGD's commercial use rights were assigned back to Dworkin B.V., Croes's company. [4]

On February 3, 2010, DGD 1.4 was released as open-source software. [11]

See also

Related Research Articles

A multi-user dungeon, also known as a multi-user dimension or multi-user domain, is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, and non-player characters, and perform actions in the virtual world that are typically also described. Players typically interact with each other and the world by typing commands that resemble a natural language, as well as using a character typically called an avatar.

In multiplayer online games, a MUSH is a text-based online social medium to which multiple users are connected at the same time. MUSHes are often used for online social intercourse and role-playing games, although the first forms of MUSH do not appear to be coded specifically to implement gaming activity. MUSH software was originally derived from MUDs; today's two major MUSH variants are descended from TinyMUD, which was fundamentally a social game. MUSH has forked over the years and there are now different varieties with different features, although most have strong similarities and one who is fluent in coding one variety can switch to coding for the other with only a little effort. The source code for most widely used MUSH servers is open source and available from its current maintainers.

Pike is an interpreted, general-purpose, high-level, cross-platform, dynamic programming language, with a syntax similar to that of C. Unlike many other dynamic languages, Pike is both statically and dynamically typed, and requires explicit type definitions. It features a flexible type system that allows the rapid development and flexible code of dynamically typed languages, while still providing some of the benefits of a statically typed language.

A talker is a chat system that people use to talk to each other over the Internet. Dating back to the 1980s, they were a predecessor of instant messaging. A talker is a communication system precursor to MMORPGs and other virtual worlds such as Second Life. Talkers are a form of online virtual worlds in which multiple users are connected at the same time to chat in real-time. People log in to the talkers remotely, and have a basic text interface with which to communicate with each other.

<i>BatMUD</i> 1990 video game

BatMUD is a medieval fantasy MUD, established in 1990. BatMUD is Finland-based and operated and owned by a non-profit organization, Balanced Alternative Techniques ry, officially registered 1994 in Helsinki, Finland.

DikuMUD is a multiplayer text-based role-playing game, which is a type of multi-user domain (MUD). It was written in 1990 and 1991 by Sebastian Hammer, Tom Madsen, Katja Nyboe, Michael Seifert, and Hans Henrik Stærfeldt at DIKU —the department of computer science at the University of Copenhagen in Copenhagen, Denmark.

<i>Ancient Anguish</i> 1992 video game

Ancient Anguish, abbreviated AA, is a fantasy-themed MUD, a text-based online role-playing game. Founded in 1991 by Balz "Zor" Meierhans and Olivier "Drake" Maquelin, it opened to the public on February 2, 1992. It is free-to-play, but has been supported by player donations since 1994.

<i>Discworld MUD</i> 1991 video game

Discworld MUD is a popular MUD, a text-based online role-playing game, set in the Discworld as depicted in the Discworld series of books by Terry Pratchett.

LPMud, abbreviated LP, is a family of multi-user dungeon (MUD) server software. Its first instance, the original LPMud game driver, was developed in 1989 by Lars Pensjö. LPMud was innovative in its separation of the MUD infrastructure into a virtual machine and a development framework written in the programming language LPC.

A mob, short for mobile or mobile object, is a computer-controlled non-player character (NPC) in a video game such as an MMORPG or MUD. Depending on context, every and any such character in a game may be considered to be a "mob", or usage of the term may be limited to hostile NPCs and/or NPCs vulnerable to attack.

A MOO is a text-based online virtual reality system to which multiple users (players) are connected at the same time.

In The Chronicles of Amber series of fantasy novels, The Pattern is an inscribed labyrinth which gives the multiverse its order. It granted characters walking through it "the ability to access a multitude of compossible worlds". Related to it is the Logrus, a shifting, three-dimensional maze which represents the forces of Chaos in the multiverse.

Domain-specific entertainment languages are a group of domain-specific languages that are used to describe computer games or environments, or potentially used for other entertainment such as video or music.

<i>Lost Souls</i> (MUD) 1990 video game

Lost Souls is a MUD, a text-based online role-playing game set in a medieval fantasy world. It has an extensive history of technical innovation in its field and has received critical praise.

Genocide is a MUD, a text-based online game, focused exclusively on player-killing. Founded in 1992, it was influential as the first such "pure PK" MUD, and has met with positive critical response. Genocide's ideas influenced a number of MUDs that emulated its pure player-versus-player orientation.

<i>Xyllomer</i> 1991 video game

Xyllomer is a MUD, a text-based online role-playing game, founded in 1991 as PaderMUD. It was the first publicly accessible MUD to use Dworkin's Game Driver. It has been hosted in Germany throughout its history.

MorgenGrauen, abbreviated MG, is a German-language MUD, a text-based online role-playing game, founded in 1992 and opened to the public in 1993. It is noted as popular in the MUD world, described at times as having an average of around 100 players online per day, with some days seeing 220 players. It bills itself, and has been noted by others, as the world's largest German-speaking MUD.

<i>3Kingdoms</i> 1992 video game

3Kingdoms, abbreviated 3K, is a MUD, a text-based online role-playing game, founded in 1992.

References

  1. 1 2 Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. pp. 164–165. ISBN   0-471-11633-5. DGD, created by Dworkin a.k.a. Felix Croes, is a complete rewrite of the LPmud game. It differs from the original in that it is mostly a disk-based game. This means that the objects on the Mud are mostly stored on disk rather than kept in memory during play of the game. This method creates a Mud that does not use much memory, is somewhat fast, but requires a large amount of disk space. This is also one of the few Muds that can be used commercially, given the permission of its creator.
  2. Busey, Andrew (1995). Secrets of the MUD Wizards. SAMS Publishing. p. 216. ISBN   0-672-30723-5. Another type of server, called DGD (Dworkin's Game Driver), on the surface looks to be similar to LPMUD and even incorporates the LPC language, but is not derived from the LPMUD server. DGD is a new server that is designed to be LPMUD-compatible but adds a new level of programming flexibilityin fact, MirrorMOO, running on a DGD server, emulates the MOO server.
  3. 1 2 Reese, George (1996-03-11). "LPMud Timeline". Archived from the original on February 26, 2012. Retrieved 2010-04-14. August 12, 1993 ¶ A single-user alpha release of the first LPC server not derived from LPMud, DGD 1.0.a3 (Dworkin's Game Driver, later renamed Dworkin's Generic Driver, and later reverted to Dworkin's Game Driver), is released for testing. DGD isolated essential LPC functionality, leaving all, if any, game functionality completely up to the mudlib. [...] September 16, 1993 ¶ DGD is released in multi-player form as DGD 1.0.a4. This version introduces support for compiling LPC code to C, then linking C objects in with the driver. This makes DGD the first driver to support such functionality.
  4. 1 2 3 Croes, Felix (2010-04-02). "Dworkin's Game Driver - Open Source Release". SourceForge. Retrieved 2010-04-18.
  5. Reese, George (1996-03-11). "LPMud Timeline". Archived from the original on 2012-02-26. Retrieved 2010-04-14. December 1993 ¶ PaderMUD re-opens after having converted from CD to DGD, making PaderMUD the first production MUD using DGD.
  6. Busey, Andrew (1995). Secrets of the MUD Wizards. SAMS Publishing. p. 456. ISBN   0-672-30723-5. Pattern, The [...] This is the home MUD for Dworkin's Game Driver (DGD). It is the best place to go to ask DGD-related questions or to learn more about DGD.
  7. Johnston, Craig (1997-01-31). "DGD, archives from the pattern". rec.games.mud.lp. Retrieved 2010-04-27.
  8. Van Hees, Kris (1995-07-01). Experimental programming in an object oriented system (PDF) (Lic. Informatics thesis). Katholieke Universiteit Leuven. Archived from the original (PDF) on 2011-07-24. Retrieved 2010-11-05. This thesis describes modifications made to Dworkin's Game Driver (DGD) to provide non-clonable objects (entities) and deterministic pointer type conversion from reference to copy at execution thread boundaries.
  9. "Skotos Tech Acquires DGD License" (Press release). Skotos. 1999-02-05. Retrieved 2010-04-18.
  10. Hansen, Geir Harald (2002-07-31). A Distributed Persistent World Server using Dworkin's Game Driver (PDF) (Cand. Scient. thesis). University of Oslo. Retrieved 2010-04-14. This thesis describes the design and implementation of a persistent distributed object oriented system and programming environment. It is built on an existing non-distributed server, Dworkin's Game Driver (DGD).
  11. Croes, Felix (2010-02-23). "DGD Home Page" . Retrieved 2010-04-14. DGD version 1.4 was released as Open Source on 3 February 2010.