Phantasmal Site > DGD > Writing a Library > Supplementary Documentation
DGD Documentation
Of course, you've already read the DGD documentation which comes
in "dgd/doc" (haven't you?), but just in case I'll do a
little overview.
- Commercial: this file tells you about using DGD commercially.
This is important only if you ever plan to make money off a DGD
MUD. Making money off a
DGD server is involved and requires licensing. However,
making money off most flavors of LPMUD is forbidden entirely by
the license, so this is more generous of Dworkin than you think.
The exceptions are the GPL'd servers, pike and Shattered World.
Neither is quite the same language as DGD, but either could be
worth looking into.
- Extensions: this tells you how to modify DGD itself in some
specific, pretty clean ways. Don't do this until you have a good
grasp of everything you'll need for a MUDLib. Even then, you'll
want to be on the mailing list since this stuff isn't guaranteed
to work right and operates very differently than you might
think.
- Introduction: an excellent introduction to the interface
between DGD and any given MUDLib. This is an excellent
programmer's introduction to what a driver and an auto object
are, and how DGD uses them. As Par Winzell so eloquently
describes this file: Dworkin's documentation is like a good
novel or classical textbooks: they are so dense with information
that even after multiple readings and a high degree of
proficiency with the system, a fresh read-through will yield new
insights.
- Platforms: getting DGD compiled in the first place. You've
already done that, right?
- editor: help on using DGD's built-in editor. You'll
eventually want a better editing solution, but not necessarily
coded into DGD or your MUDLib. In general, getting your editor
entirely on the client side is best, building it into your MUDLib
is next-best, and building it directly into DGD is worst. Feel
free to ask Dworkin about this on the newsgroup, or just read
through the archives and discover his opinions for yourself.
- parser: help on using DGD's built in parse_string facility.
It's neat, it'll do good things, but it's not really relevant to
a just-getting-started MUDLib. It'll let you build fine features
later, but first you'll need to get stuff up and running.
- The kfun directory: up-to-date documentation on DGD's
interface (via the auto object) to your program. This is roughly
the same as documentation on OS system calls. Your MUDLib's auto
object can override any, all or none of them.
- There's an LPC.html file with a very brief summary and
no real information yet. It may be finished some day, but if you
see nothing of use there, it's not a bad download. It's just that
the file contains very little.
Other good places to look are the Kernel Library code for simple
examples and interfaces, and of course this web site. You can read through
existing libraries like Phantasmal and Melville if you need more
examples of how to do things. Note that Phantasmal uses the Kernel,
while Melville does not.
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