hermeticum is the next version of [tildemush](https://github.com/vilmibm/tildemush): a full rewrite of the alpha release. there are two major differences: Go instead of Python and Lua instead of a from-scratch scripting language for game objects. Otherwise, this is a pretty faithful implementation of what tildemush was planned to be (and mostly implemented in the alpha). ## but why the alpha version of tildemush does work! you can script objects and make rooms and do all sorts of things. Unfortunately, it: - gets laggy with any real number of users - has memory leaks - consists of very poorly abstracted spaghetti code - has a half-implemented client - is extremely hard to add to (I gave up trying to do scheduled tasks) - has a very brittle, very fragile, 100% hacks scripting language for game objects - has a very inelegant and inefficient system for handling revisions to game objects code I feel very strongly that a total rewrite is necessary. I also feel very strongly that Go is a better choice for this kind of application than Python. ## new technical stuff - API is grpc/protobuff based - client uses `tview` which I find more pleasant to work with that `urwid` ## the name though the name "tildemush" has never quite sat right with me. I don't know why. I'm a lot more pleased with `hermeticum`, which describes what it is I'm really inspired by when it comes to MU* engines: the spaces a mind can create to store wisdom. I like the idea of mapping these mental spaces into a computer. ## docs I haven't moved over any design docs or notes or anything like that. Refer to the tildemush repo for that kind of stuff. to regenerate the API code: `protoc --go_out=. --go_opt=paths=source_relative --go-grpc_out=. --go-grpc_opt=paths=source_relative proto/hermeticum.proto`