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[MUD-Dev] Re: PK and my "Mobless MUD" idea



On Tue, 28 Apr 1998 22:13:57 -0700 
John Bertoglio<alexb#internetcds,com> wrote:

> However, when you drill down inside a meta area, I think the
> traditional mud room concept works well. I don't want to be
> constrained by reality if it gets into the way of game play and
> world building. Say a town has 100 player dwellings. If you mapped
> it out carefully, you would find that the town's walls were
> full. Pop up a menu and, poof, there are now 50 more homes inside
> the same space. (Bad example, but you get the idea).

Do a hunt thru the archives and dig out the various posts I mad about
coordinate systems and nested domains.  Essentially I have a model
which allows for recusrively nested coordinate systems with define
border mapping between systems.  It works rather nicely.

I'll try and dig up the relevant posts and re-discuss if there's
interest.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

-- 
MUD-Dev: Advancing an unrealised future.



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