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Re: MUD Design Digest V1 #47
> From: Nathan Yospe <yospe#hawaii,edu>
> Date: Thu, 24 Oct 1996 10:23:42 -1000
> Subject: Re: What I've been up to... at last. ;)
Old stuff.
> On Thu, 24 Oct 1996, Chris Lawrence wrote:
> > Yup. MUDs seem to naturally lend themselves to an OO approach.
>
> Of course. Very much so. And on this note, ROM and LP die. *grin*
Well, LP presents a semi-inheritance/semi-associative scheme in the LP
language...
> Negative. As I described, combine the two. The advantages of texture wrap
> are considerable. The speed penalties can be easilly overcome with texture
> gradient maps, preassembled, which can be effortlessly mapped to the
> visual portion of the skeleton on each machine. This could run quite
> comfortable on a 166 MHz machine, even if it is a wintel machine.
Could you elucidate a bit? I'm not sure what you are referring to as "texture
gradient maps" and how that maps to the process of filling a skeleton (surface
mesh?) with a texture.
> > Just an idea, probably awaiting someone to do a really decent 3D
> > imaging JAVA library.
>
> Did ours in c++, so far.
I'm very insistant that the clients NOT be system-specific. (Well, I wouldn't
mind if they didn't run under Windows).
--
J C Lawrence Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- command parsing, (continued)
- Re: MUD Design Digest V1 #52,
Chris Lawrence clawrenc#xsvr1,cup.hp.com, Fri 22 Nov 1996, 21:34 GMT
- Re: MUD Design Digest V1 #49,
Chris Lawrence clawrenc#xsvr1,cup.hp.com, Fri 22 Nov 1996, 21:22 GMT
- Re: MUD Design Digest V1 #47,
Chris Lawrence clawrenc#xsvr1,cup.hp.com, Fri 22 Nov 1996, 21:20 GMT
- Re: MUD Coding in general.,
Chris Lawrence clawrenc#xsvr1,cup.hp.com, Thu 21 Nov 1996, 18:54 GMT
- Re: MUD Design Digest V1 #55,
Chris Gray cg#ami-cg,graysage.edmonton.ab.ca, Tue 19 Nov 1996, 06:50 GMT
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