The DikuMUD Family TreeEdit
JediMUD was a relative late-comer to the diku family tree. Here's a pretty cool diagram of the divergence of code bases across the diku genetic pool. (from http://www.dikumud.com/family.aspx)
|The Oldest DikuMuds|
|Diku MUD Gamma||
If you have any additional information or corrections, please email them to us. Thanks to Realms of Despair for the original version of this family tree and to Mr. Derek Snider. In addition to this family tree, AxL has recently started keeping a list of the oldest still-running DikuMuds around.
History of DikuMUD
According to Diku co-creator, Sebastian Hammer:
"The game originated at the Department of Computer Science at the University of Copenhagen (in Danish: Datalogisk Institut ved K|benhavns Universitet; or, amongst friends: DIKU) The foundations of the code were laid out in March of 1990. Our background (Mud-wise) wasprimarily Abermud LpMud was just emerging at the time), and our object was to make a better AberMud. We wanted to make it fast, compact andCPU-efficient. We wanted to allow more than the 18 (or so) players-at-a-time that AberMuds permitted in those days, and we wanted a bigger world, so that players could truly get lost in there (back then, 500 room AberMuds seem ed the norm). Also, we wanted to make it more interesting for players to cooperate, rather than just run madly around in search of beasts to kill."