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Re: [MUD-Dev] Hard Sci-fi muds was Character evolution



> > 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>

Actually this is a standard technique in computer graphics, normally used
to generate procedural textures. In fact, you can look up a bunch of texts
on computer graphics dealing with generating randomized spatial distributions
with required properties. I posted a simple coordinate mingler to this
list some time ago, I think Chris might have it archived (I use the same
code in my raytracer, and it looks... random. :) )

	Miro





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