News

The Squall assets sync library

— October 27, 2024
One of the latest additions to the tools used by the Worldforge project is the Squall library. This small library aims to provide a one-stop solution to Worldforge for any kind of assets synchronization. We had a couple of different use cases that we wanted to support. Our clients should be able to provide a base set of assets. But each server should then be able to update the assets used.

Moving to a monorepo

— November 7, 2023
The Worldforge project contains a large selection of different libraries, server, client and tools. For quite some while these have all been spread out into separate repositories. One of our initial thoughts was to release these components separately so that various third party projects could use them. However, as time went by it became apparent that this vision never materialized. None of our libraries have seen use outside Worldforge. Thus is was only natural to combine the components that are in active use into one monorepo, which can be found here.

Cyphesis Python docs

— January 10, 2023
The Cyphesis server is mainly written in C++ and provides scripting though Python. All the rules that make the world tick are written in Python. However, so far there hasn’t been a good way to provide good documentation for the bindings. Any Python develop would have had to either look at previous code, or look up the actual bindings themselves. With a recent change we now provide automated Python “stubs”, which helps a lot.

New site - same as old

— December 13, 2022
We’ve updated the main site. It’s now the same as the old, but instead of using a CMS (Concrete5) we’ve opted for a simpler approach using the Hugo static site generator. Everything should look pretty much the same as before. We’ve now also removed the ability to comment on posts and pages, as this only served as a magnet for spambots. The source code for the site can now be found at Github.

Simple rules combined to complex gameplay

— June 17, 2020
A while ago I was asked about an example of how the Worldforge rules work. The focus was especially on how a series of simple rules allows for more complex game mechanics. Since I wrote down an example of how consumption works I thought I might as well post it here, since it provides a good example of how we think about game rules. One example could be the “bread” entity type.