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AT

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Mar 12, 2010, 7:12:40 AM3/12/10
to PHudBase Developers
So I was really inspired by Phud but I saw that it had a huge number
of structural issues in the underlying socket server code and how it
was managing classing, functions, commands, etc. The client is
fantastically creative, but the backend needed so much work. I could
not get the damn thing working on my machine. I felt like I had to
start from scratch.

So I did.

Check out Kusht which is also open source and available here:
http://code.google.com/p/kusht/

It does not attempt to interface with Flash or Telnet (though it
conceivably could) but instead goes to great lengths to properly
abstract the server code from the game from the database, etc. You
could theoretically delete everything but the network code and build a
whole other client on the naked network infrastructure, which was the
intention.

It also dynamically and extensibly supports removing users from the
main socket loop and vastly simplifies the network code (vastly) and
separates the networked-aspect of a user from the rest of the user
entity and does the same for all game-related data.

And, well, you can see the rest for yourself. I would love to merge
the two projects but since the code has literally zero overlap (esp.
architecturally), I could not really consider it a fork from Phud.

J Fitz

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Mar 12, 2010, 11:57:22 AM3/12/10
to PHudBase Developers
That looks awesome! I'll definitely have a look in a bit.

I apologize for not jumping in to help, myself, when you asked -- my
internet connection is shoddy, at best, and I've been ultra busy
getting settled in my new home.

I'm glad to see someone really taking the concept and improving on it,
as that's all Phud was meant to be, really -- a proof of concept. I'm
not a network programmer, so I was basically cobbling together
examples and instruction I found around the 'net, resulting in Phud's
network core. It does function, but I knew it could be better, so
kudos!

Look forward to seeing what you do with it!

- John

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