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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.
- Thread context:
- [MUD-Dev] Re: PK and my "Mobless MUD" idea, (continued)
- [MUD-Dev] Re: PK and my "Mobless MUD" idea,
John Bertoglio alexb#internetcds,com, Wed 29 Apr 1998, 05:12 GMT
- [MUD-Dev] Re: PK and my "Mobless MUD" idea,
John Bertoglio alexb#internetcds,com, Wed 29 Apr 1998, 05:27 GMT
- [MUD-Dev] Re: PK and my "Mobless MUD" idea,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 29 Apr 1998, 06:02 GMT
- [MUD-Dev] Re: PK and my "Mobless MUD" idea,
Koster, Raph rkoster#origin,ea.com, Fri 01 May 1998, 22:13 GMT
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