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Re: [MUD-Dev] Rooms, 3D arrays, etc.
In <9705261529.829g#ami-cg,GraySage.Edmonton.AB.CA>, on 05/26/97
at 07:54 AM, cg#ami-cg,graysage.edmonton.ab.ca (Chris Gray) said:
>[Michael H:]
>:Since we've got tons of individual characters to choose from, we could
>:come up with every terrain type we could possibly want. This would also
>:make it easier to have natural disasters change the terrain, since it
>:would be a simple matter of changing a few characters in the overall map.
>I've done something like that in my current scenario, and in another
>one which isn't part of the main one (yet!). The idea can work not
>too bad, but I think you'll find that you *will* quickly run out of
>character types...
You can grab another 26 by using case-sensitive letters. Another
fairly simply possibility is to use something like UTF-8 (probably
preferably over one of the UCS or Unicode codesets). You won't get a
directly addressable array any more, but its still fairly simple and
semi-human readable.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] Resets, repops and quests, (continued)
- Re: [MUD-Dev] Resets, repops and quests,
Ling K.L.Lo-94#student,lut.ac.uk, Wed 28 May 1997, 00:33 GMT
- Re: [MUD-Dev] Resets, repops and quests,
clawrenc clawrenc#cup,hp.com, Sat 31 May 1997, 05:56 GMT
- Re: [MUD-Dev] Internal Mud Languages,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 27 May 1997, 12:56 GMT
- Re: [MUD-Dev] Rooms, 3D arrays, etc.,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 26 May 1997, 21:47 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] Rooms, 3D arrays, etc.,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 28 May 1997, 12:58 GMT
- Re: [MUD-Dev] Rooms, 3D arrays, etc.,
clawrenc clawrenc#cup,hp.com, Thu 01 Jan 1970, 10:07 GMT
- Re: [MUD-Dev] Rooms, 3D arrays, etc.,
Miroslav Silovic silovic#srce,hr, Wed 28 May 1997, 17:59 GMT
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