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The first MUD client with a notable number of features was Tinytalk by Anton Rang in January 1990, for Unix-like systems. [7] In May 1990 TinyWar 1.1.4 was released by Leo Plotkin which was based on TinyTalk 1.0 and added support for event-driven programming. [8]
A MOO ("MUD, object-oriented" [1] [2]) is a text-based online virtual reality system to which multiple users (players) are connected at the same time.. The term MOO is used in two distinct, but related, senses.
The following other wikis use this file: Usage on ar.wikipedia.org فرايدي نايت فانكين; Usage on ca.wikipedia.org Usuari:Elitra090/proves2
It is also used as a verb, with to mud meaning to play or interact with a MUD and mudding referring to the act of doing so. [92] A mudder is, naturally, one who MUDs. [ 93 ] Compound words and portmanteaux such as mudlist , mudsex , and mudflation [ 94 ] are also regularly coined.
With the dominant usage of MUD being as a generic term [1] rather than specifically denoting combat-oriented games — indeed, both TinyMUD and MOO are MUDs in name (MOO stands for MUD, Object-Oriented), while MUSH and MUCK are backronymed puns on "MUD" — this positions MU* as actually being a subset of MUD.
LPMud, abbreviated LP, is a family of multi-user dungeon (MUD) server software. Its first instance, the original LPMud game driver, was developed in 1989 by Lars Pensjö (the LP in LPMud). [ 1 ] [ 2 ] [ 3 ] LPMud was innovative in its separation of the MUD infrastructure into a virtual machine (termed the driver ) and a development framework ...
MUD2 is the successor of MUD1, Richard Bartle's pioneering Multi-User Dungeon. MUD2 is not a sequel to MUD1, instead being a heavily updated version of MUD1 (MUD1 is officially version 3 of the codebase, MUD2 is version 4) - with the engine being implemented in C, featuring significantly more content than MUD1, and uses a flexible object-oriented scripting language (MUDDLE) to define content ...
Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. [2] It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed.