how/ - how things work (terrain generation, command system)
why/ - design philosophy (telnet-first, text worlds)
lessons/ - things we learned the hard way (charset vs mtts)
Removes notes/ — DAYDREAMING.txt became DREAMBOOK.md, charset-vs-mtts
expanded into docs/lessons/ with the connect_maxwait fix documented.
1000x1000 tile world generated deterministically from a seed using
layered Perlin noise. Terrain derived from elevation: mountains,
forests, grasslands, sand, water, with rivers traced downhill from
peaks. ANSI-colored viewport centered on player.
Command system with registry/dispatch, 8-direction movement (n/s/e/w
+ diagonals), look/l, quit/q. Players see arrival/departure messages.
Set connect_maxwait=0.5 on telnetlib3 to avoid the 4s CHARSET
negotiation timeout — MUD clients reject CHARSET immediately via MTTS.