As people have probably guessed, a lot of the demos you've seeing out of me (the magent paper, Goblins, and yes, even Racktris) are Spritely-related. For those who don't know, Spritely is my longer-term project for distributed online social environments... imagine a fediverse MUD or etc, but with much stronger security and privacy properties than the Fediverse has.

I'm going to keep doing this for a bit, churning out demos; they're going to get more visibly close to the real system as I go.

I feel embarrassed about the slow pace; it would be great if I could work on this full time; development would be much faster. I'm in a reasonably good place in that I have a nice $DAYJOB where I do work on some related problems and with great people (though I do hate working with javascript).

I've considered asking for money for my Patreon or something to see if I could replace that income, but I dunno. Maybe I need more to show before such a thing is even worth exploring.

@cwebber Put the Patreon page up, goddammit. You're one of the people responsible for the future of the Fediverse and I'll gladly throw money at you because of that.

@phoe Oh, I have a Patreon page, I'm just not advertising it really: patreon.com/cwebber

I think it would take hitting $1500 / month for me to be able to totally work full time on this stuff though, and that seems like a lot to raise. In the unlikely event that somehow I got that much coming in per month, I could switch to working on building cool fediverse-converging-with-distributed-games things full time.

That seems like a lot to raise though.

@phoe I might be able to do it if every time I release one of these demos I accompanied it with a "like this? donate to my patreon!" type thing or something, which is I guess a thing people do

And since I'm working I'm of course thinking about the demos I will be writing next... probably one of the following:

- A minimal ActivityPub server tutorial?
- Add support for actors distributed across processes and machines to Spritely
- A minimal chat client and protocol in Racket (demo goal: practice for for the MUD'ish AP client)
- Finish that damn petnames paper already
- An actual petnames "contact list"
- Maybe one of the above explicitly in conjunction with I2P or Tor Onion Services

Oh, and:

- Figure out how to get live hacking ability into Racket
- Port of the MUD code I wrote in Guile to Racket (you can see more on the video on gnu.org/software/8sync/ )
- Add an object capability secure language to Racket for secure remote code execution (so players can contribute NPCs and etc to the server safely)

@cwebber Oh nice, I just made a post about my MUD as well. Is yours open-source? :opensource:

@freemo Mudsync is free software, you can see a demo video of it at gnu.org/software/8sync/ and the code is at notabug.org/cwebber/mudsync/

But the plan is next to move to a distributed, federated "MUD" like game dustycloud.org/misc/mmose.pdf

@freemo BTW if you want to see how that distributed system could possibly work, this paper involves a lot of ocap jargon but it has most of the right ideas ieeexplore.ieee.org/document/4 (can't find the non-paywalled version anymore though)

@cwebber Awesome, thanks so much. I'm glad I wont have to design all this from scratch. I'm all about standards. Can I help in your efforts in any way.

@freemo Not yet but keep watching here. I hope to get up some demos soon that may request that people experiment with the user-generated-content stuff. That'll be a good time to jump in.

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@cwebber Great, I'll wait with baited breath and help where i can. Since my game is text based it can likely adopt new ideas more quickly than a graphical game. So great place to experiment I'd think.

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