mud/docs/index.rst

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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/object-model.rst`` — object hierarchy, containment, verbs, location system
- ``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