python mudlib using telnetlib3
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Jared Miller 8934397b1e
Make world wrap seamlessly in both axes
Tileable Perlin noise: each octave wraps its integer grid coordinates
with modulo at the octave's frequency, so gradients at opposite edges
match and the noise field is continuous across the boundary.

Coarse elevation grid interpolation wraps instead of padding boundary
cells. Rivers can flow across world edges. All coordinate access
(get_tile, is_passable, get_viewport) wraps via modulo. Movement,
spawn search, nearby-player detection, and viewport relative positions
all handle the toroidal topology.
2026-02-07 13:50:06 -05:00
.claude Move notes to docs/how, docs/why, docs/lessons 2026-02-07 13:31:02 -05:00
docs Move notes to docs/how, docs/why, docs/lessons 2026-02-07 13:31:02 -05:00
scripts Add a map renderer 2026-02-07 13:38:32 -05:00
src/mudlib Make world wrap seamlessly in both axes 2026-02-07 13:50:06 -05:00
tests Make world wrap seamlessly in both axes 2026-02-07 13:50:06 -05:00
worlds/earth Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
.gitignore Add worktrees to gitignore 2026-02-07 13:46:22 -05:00
demo_terrain.py Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
DREAMBOOK.md Add a dreambook 2026-02-07 12:19:49 -05:00
justfile Add a map renderer 2026-02-07 13:38:32 -05:00
mud.tin Add bare echoing telnet server 2026-02-07 10:05:34 -05:00
pyproject.toml Use async readline with local telnetlib3 2026-02-07 10:23:56 -05:00
uv.lock Update telnetlib3 2026-02-07 12:21:59 -05:00