Project vocabulary
Glossary
JVMud vocabulary keeps engine concepts distinct from legacy LPC/LPMud compatibility names.
Core Concepts
- Game
- The playable system JVMud hosts: rules, mechanics, goals, challenges, progression, or other game-like structures.
- Text
- The primary medium through which the world is perceived and manipulated.
- Interactive
- The property that players can affect the world and the world can affect players.
- Multiplayer
- The property that multiple players inhabit the same world at the same time.
- World
- The complete shared virtual domain of the game, composed of places, links, entities, locations, containment, and movement.
- Persistence
- The property that the world and its state endure independently of any individual session.
- Temporality
- The property that the world can change through time.
- Presence
- The requirement that a player experiences the game from within the world through a located persona.
World Model
- Place
- A discrete location in game space where entities may exist, be perceived, or interact.
- Link
- A traversable relationship between places. Links make the world navigable.
- Entity
- A thing in the world: a player persona, coin, sword, bag, vehicle, NPC, effect, or environmental feature.
- Location
- The mechanical relationship that says where an entity is. A location is either a place or another entity.
- Containment
- The relationship in which one entity is inside, carried by, mounted on, or otherwise immediately located in another entity.
- Single Containment
- The rule that every entity has exactly one immediate location.
- Movement
- The transition of an entity from one location to another, often through a place-to-place link.
Player And Connection Model
- Player
- The human-facing controller endpoint associated with a session. JVMud does not make Player an account, login, or durable identity.
- Session
- An active connection or control context, such as a Telnet connection.
- Persona
- The entity currently associated with a session as that session's in-world perspective.
- Player Object
- Compatibility vocabulary for an LPC-authored mudlib object that may combine profile data, persona behavior, login flow, and legacy session glue.
- Interaction Scope
- The local command and perception context around a persona.
- Command Dispatch
- The engine process that routes one line of player input to mudlib behavior registered for the current interaction scope.
LPC And Compatibility
- LPC
- The language used by JVMud's sole mudlib target.
- LPMud
- A MUD whose game world is authored in LPC, compiled into live game objects, and reloadable while the game continues running.
- Mudlib
- The LPC source and content layer that defines world fiction, object behavior, commands, rules, and presentation.
- Compatibility Shim
- A mudlib-side object dedicated to translating legacy LPC/LPMud vocabulary into JVMud-native engine requests.
- Mfun
- A mudlib-global function provided by a configured mudlib object.
- Efun
- An engine function callable from compiled LPC code.
- Lifecycle Hook
- A configured engine-to-mudlib call for a JVMud lifecycle event.
- Live Reload
- The requirement that LPC-authored objects can be rewritten, recompiled, and reloaded while the game continues running.
Legacy Terms
- Room
- A legacy mudlib term for a location-like object. JVMud's engine concept is place.
- Heartbeat
- A legacy driver concept for recurring object callbacks. JVMud's engine concept is temporality and scheduled time.
- Call Out
- A legacy driver concept for delayed callbacks. JVMud treats delayed work as a mudlib request to the engine's temporality model.
- Apply
- A legacy driver term for driver-invoked mudlib methods. JVMud uses explicit lifecycle hooks.
- Master Object
- A legacy driver policy object. JVMud uses explicit boundary configuration and compatibility shims.