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[MUD-Dev] Rooms
Discussion about how to represent the world environment usually seems to
focus more on co-ordinate systems (remember neighbourhoods - did anyone do
anything with that?) than room-based systems. This statement assumes that
you have to choose between one or the other (everything co-ordinate based,
by using things like R-Trees or Oct-Trees - or everything room-based ala
StockMUD), or have a hybrid system, having a room-based world, where every
room maintains its own co-ordinate grid/cube.
Is the choice nothing more than co-ordinates, or rooms, or both? Or are
there other alternatives? By how much can the room concept be extended from
the StockMUD implementation - if at all? For those who have implemented
their own worlds, what system have you used, and would be interested in
discussing them, here on this list?
I personally feel that - to some extent - co-ordinate based systems have
been done to death on MUD-Dev, and would welcome discussion of alternate
systems, even new ways of developing the StockMUD room-based concept.
Greg.
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MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- RE: [MUD-Dev] Pay Muds & Free Muds - working together, or against each other?, (continued)
- RE: [MUD-Dev] Pay Muds & Free Muds - working together, or against each other?,
Ross Nicoll rnicoll#lostics,demon.co.uk, Sat 05 Jun 1999, 04:48 GMT
- RE: [MUD-Dev] Pay Muds & Free Muds - working together, or against each other?,
Matthew Mihaly diablo#best,com, Sun 06 Jun 1999, 19:47 GMT
- [MUD-Dev] Pay Muds & Free Muds - working together, or against each other?,
Richard Bartle 76703.3042#compuserve,com, Sat 05 Jun 1999, 14:40 GMT
- [MUD-Dev] Rooms,
Greg Munt greg#uni-corn,demon.co.uk, Fri 04 Jun 1999, 20:34 GMT
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