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Re: [MUD-Dev] 3D engines for MUDs
- To: mud-dev#null,net
- Subject: Re: [MUD-Dev] 3D engines for MUDs
- From: cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)
- Date: Fri, 20 Mar 98 18:47:45 MST
- >Received: by ami-cg.GraySage.Edmonton.AB.CA (V1.17-beta/Amiga) id <8w1b#ami-cg,GraySage.Edmonton.AB.CA>; Fri, 20 Mar 98 18:47:45 MST
[Niklas Elmqvist:]
:As mentioned earlier, polygon height field rendering is ideally suited for
:visualizing large, outdoor areas. This is perfect for those MUDs where
:most of the action takes place outdoors. In addition, the height field
:nature lends itself easily to fractal terrain generation -- maybe it would
:be possible for the server to merely send a seed to the clients and have
:them generate the fractal terrain client-side. Has there been any
:discussion about anything like this earlier?
That's what I want to do. You also have to send over information about
any exceptions to the fractally computed heights (where builders have
customized things), and of course any visible non-terrain stuff in the
scene.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
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