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Re: [MUD-Dev] The impact of the web on muds
On 20/01/98 at 10:12 PM, "Brandon J. Rickman" <ashes#pc4,zennet.com> said:
>The point isn't to argue against graphic-based muds but rather to figure
>out how to introduce the good qualities of text muds to a 2- or 3-D mud.
>Often 3D designers use level of detail (LOD) to "simplify" objects that
>may be far away from the user. It is a practical concern: too many
>polygons will slow down the graphics, and since things in the distance
>are so small, no one will notice or care if they have less detail. But
>why "things in the distance" and not "things of no current interest"?
Problem: "Ooo! That object is show with a high detail level: there must
be something interesting about it that will help me in the game." and
variations. The other big problem is that "interest" is defined by
intent, and intent is a really dicey thing to have a game attempt to
determine (tho I'm going to try it).
--
J C Lawrence Internet: claw#null,net
----------(*) Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] Text vs Video; Movies, Books & muds., (continued)
- [MUD-Dev] The impact of the web on muds,
Koster, Raph rkoster#origin,ea.com, Tue 06 Jan 1998, 15:58 GMT
- Re: [MUD-Dev] The impact of the web on muds,
Brandon J. Rickman ashes#pc4,zennet.com, Wed 21 Jan 1998, 06:05 GMT
- Re: [MUD-Dev] The impact of the web on muds,
Brandon J. Rickman ashes#pc4,zennet.com, Wed 21 Jan 1998, 07:15 GMT
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