From 94a01186c882572b905aecd9efa06fc7b92199c9 Mon Sep 17 00:00:00 2001 From: Jared Miller Date: Wed, 11 Feb 2026 09:39:48 -0500 Subject: [PATCH] Add a doc index --- docs/index.rst | 64 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 64 insertions(+) create mode 100644 docs/index.rst diff --git a/docs/index.rst b/docs/index.rst new file mode 100644 index 0000000..2acda63 --- /dev/null +++ b/docs/index.rst @@ -0,0 +1,64 @@ +project documentation +===================== + +all project docs, grouped by topic. + +vision +------ + +- ``DREAMBOOK.md`` — vision, philosophy, wild ideas +- ``docs/why/telnet-first.txt`` — why telnet as the protocol +- ``docs/why/text-worlds.txt`` — why text worlds matter + +engine +------ + +- ``docs/how/architecture-plan.txt`` — engine/content boundary, mode stack, entity model, game loop +- ``docs/how/commands.txt`` — command registration, async handlers, aliases, mode filtering +- ``docs/how/persistence.txt`` — SQLite storage, what's persisted vs runtime +- ``docs/how/terrain-generation.txt`` — perlin noise, elevation thresholds, river tracing +- ``docs/how/things-and-building.rst`` — interactive objects, python class decorators +- ``docs/how/zones-and-building.rst`` — zones as spatial unit, procedural overworld, player homes +- ``docs/how/prompt-system.txt`` — modal prompts, color markup, per-player customization + +combat +------ + +- ``docs/how/combat.rst`` — state machine, TOML-defined moves, timing windows + +interactive fiction +------------------- + +- ``docs/how/if-journey.rst`` — master IF doc: five integration levels, audit findings, milestones +- ``docs/how/if-terminal.txt`` — level 1: dfrotz subprocess, spectator broadcasting +- ``docs/how/if-integration.txt`` — original IF research (predates audits) +- ``docs/how/viola-embedding-audit.rst`` — viola interpreter audit +- ``docs/how/zvm-embedding-audit.rst`` — zvm interpreter audit +- ``docs/how/mojozork-audit.rst`` — MojoZork multiplayer C implementation audit +- ``docs/how/zmachine-performance.rst`` — profiling, optimization (cold-start 4720ms to 786ms) +- ``docs/how/multiplayer-zmachine-design.rst`` — level 4 multiplayer design +- ``docs/plans/zmachine-game-compatibility.rst`` — game test plan for interpreter + +research +-------- + +- ``docs/how/mudlib-landscape.txt`` — survey of MUD architectures (Diku, MOO, LPC, evennia) +- ``docs/how/mud-ecosystem.txt`` — catalog of engines, clients, protocols +- ``docs/how/dsls.md`` — scripting language catalog (MOO, LPC, MUSH) with examples +- ``docs/research/dbzfe_notes.rst`` — DBZFE MUD reference notes +- ``docs/research/dbzfe.log`` — sample MUD output +- ``docs/research/dbzfe.tin`` — TinTin++ config + +lessons +------- + +- ``docs/lessons/charset-vs-mtts.txt`` — telnet CHARSET negotiation hang, MTTS workaround +- ``docs/lessons/dfrotz-prompt-detection.txt`` — dfrotz prompt format varies, detection logic +- ``docs/how/utf8-design-lesson.rst`` — ASCII bias in UTF-8, international MUD implications +- ``docs/how/zmachine-garbled-output-investigation.rst`` — string decoding corruption debug trace + +plans +----- + +- ``docs/plans/if-terminal.txt`` — level 1 IF architecture design (predates implementation) +- ``docs/plans/zmachine-game-compatibility.rst`` — game test plan for interpreter