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Re: [MUD-Dev] Rooms, 3D arrays, etc.
clawrenc#cup,hp.com wrote:
>
> 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.
You can make it functionally infinite by having a 'key' preceding the
actual grid, which can map characters to terrain types by map. You could
also have a 'continuation' sort of field, where you specify where to
load the appropriate map for the different compass directions when the
map is left. This can also make your map more human-readable. Assuming
you don't use more than some 40 or 50 terrain types in a grid, that is.
- Thread context:
- Re: [MUD-Dev] Resets, repops and quests, (continued)
- 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
- Re: [MUD-Dev] Internal Mud Languages,
Jeff Kesselman jeffk#tenetwork,com, Mon 26 May 1997, 15:00 GMT
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