@@TITLE Writing a Library@@
Actually, all advice here applies just fine to writing general DGD applications, but there's certainly a focus on writing a MUD-type networked game.
If you decide to use the Kernel Library, you should definitely read Getting Started with the Kernel Library.
Things in this category require significant understanding of how DGD does things. They're either subtle issues that you can (usually, mostly) ignore, or they're interesting ideas that require significant understanding to implement.
This section is about how to implement specific services or systems within DGD.
@@INCLUDE fishing@@
@@INCLUDE time@@
@@INCLUDE casting_nil@@
@@INCLUDE about_runtime_errors@@
@@INCLUDE ip_to_alphanumeric@@
@@INCLUDE a_simple_lib@@
@@INCLUDE commercial_licensing@@