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