MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
Re: [MUD-Dev] RP thesis...
On Tue, 20 May 1997 clawrenc#cup,hp.com wrote:
> The problem with virtual rooms, which can be handled is when players
> make a change to a virtual room which requires them to become
> permanent, or the notice something in a virtual room and refer to it
> later expecting it to be permanent.
Not necessarily. Each time a room is created in a virtual location, seed
the random number generator with the coords of the room to be made.
Generate the room and ta-da. Technique is used in the Elite games for
star systems and many others. For storing the fact that objects are
dropped and what-nots, use a sparse array to handle it.
More sophisticated techniques involving fractals could be used if you have
the mathematical ability to take advantage of it.
Dunno how it'll work in practice. :P
| Ling "Mental slavery,
_O_O_ Freshwater fish since 1976 set my spirit free"
- Thread context:
- Re: [MUD-Dev] RP thesis..., (continued)
- Re: [MUD-Dev] RP thesis...,
Marian Griffith gryphon#iaehv,nl, Fri 30 May 1997, 05:31 GMT
- Re: [MUD-Dev] RP thesis...,
Shawn Halpenny malachai#iname,com, Sat 31 May 1997, 00:29 GMT
- Re: [MUD-Dev] RP thesis...,
Nathan Yospe yospe#hawaii,edu, Sat 31 May 1997, 03:19 GMT
- Re: [MUD-Dev] RP thesis...,
Adam Wiggins nightfall#inficad,com, Sat 31 May 1997, 18:50 GMT
- Re: [MUD-Dev] RP thesis...,
Ling K.L.Lo-94#student,lut.ac.uk, Wed 21 May 1997, 19:53 GMT
- Re: [MUD-Dev] RP thesis...,
Travis S Casey casey#nu,cs.fsu.edu, Wed 21 May 1997, 20:01 GMT
- Re: [MUD-Dev] RP thesis...,
Caliban Tiresias Darklock caliban#darklock,com, Thu 22 May 1997, 01:17 GMT
- Re: [MUD-Dev] RP thesis...,
Marian Griffith gryphon#iaehv,nl, Wed 28 May 1997, 00:27 GMT
- Re: [MUD-Dev] Virtual rooms (was: RP thesis...),
Shawn Halpenny malachai#iname,com, Wed 21 May 1997, 21:38 GMT
[ Other Periods
| Other mailing lists
| Search
]