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Re: [MUD-Dev] Hard Sci-fi muds was Character evolution
- To: mud-dev#null,net
- Subject: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution
- From: "Brian Price" <blprice#bedford,net>
- Date: Mon, 1 Sep 1997 00:00:59 +0000
- Comments: Authenticated sender is <blprice#bedford,net>
> Date: Sun, 31 Aug 1997 20:15:39 PST8PDT
> From: Jeff Kesselman <jeffk#tenetwork,com>
> At 06:36 PM 8/31/97 PST8PDT, Brian peirce wrote:
<snip>
> >> Date: Sun, 31 Aug 1997 16:16:13 PST8PDT
> >> From: Jeff Kesselman <jeffk#tenetwork,com>
> >> At 04:06 PM 8/31/97 PST8PDT, Brian peirce wrote:
<snip of problem definition,etc >
> >Assuming that the entire (for lack of a better word) section was
> >generated at the same time and the random generator was unique to the
> >generating thread, yes the storage of the seed or starting state of
> >the generator along with the set of player affected objects in the
> >section would suffice. However I fear that we are merely applying a
> >constant divisor to a problem that has no upper bound.
>
> Hmm yo uare sassumoing I THINK that enw seeds get generated and need to be
> stored as "existing". Iw as thinking more the idea that givn ANY spatial
> coord you do a first pseudo random off that seed and sue that value to
> determine IF there is a planet there, then you do subsequent psuedo randoms
> on teh same seed to populate it.
>
> The existance/nonexistance of the planet is thus implivit in the coord and
> needs no planetary catalog.
>
> Does that sovle your problem?
In short, _YES_! :) That is a brilliant solution to an otherwise
rather intractable problem.
Now all that is left is the design of the generator. I'll have to
think about it for a while, I'm still a bit shocked by your solution.
Brian Price aka Delver <blprice#bedford,net>
Brian Price
<blprice#bedford,net>
- Thread context:
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution, (continued)
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Jeff Kesselman jeffk#tenetwork,com, Mon 01 Sep 1997, 03:14 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Shawn Halpenny malachai#iname,com, Tue 02 Sep 1997, 16:12 GMT
- Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution,
Brian Price blprice#bedford,net, Mon 01 Sep 1997, 02:48 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brian Price blprice#bedford,net, Mon 01 Sep 1997, 03:43 GMT
- Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution,
Travis Casey efindel#io,com, Mon 01 Sep 1997, 04:41 GMT
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