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<H1>Re: [MUD-Dev] Rooms, 3D arrays, etc.</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Rooms, 3D arrays, etc.</LI>
<LI><em>From</em>: Michael Hohensee &lt;<A HREF="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</A>&gt;</LI>
<LI><em>Date</em>: Thu, 29 May 1997 16:58:41 -0400 (EDT)</LI>
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<PRE>


On Wed, 28 May 1997 clawrenc#cup,hp.com wrote:

&gt; &gt;On Sun, 25 May 1997 coder#ibm,net wrote:
&gt; Very space wasteful -- most of those pointers will be NULL.  Why not
&gt; have a simple array of unsigned chars for the terrain, using the 255
&gt; value as a flag.  If the value is 255, instead use those coordinates
&gt; as an offset into a sparse array to get the pointer value, if its not
&gt; 255 the char value is the terrain type.
&gt; 
&gt; Additionally this allows you to compress the terrain array as above.
&gt; 

Heh, you know, I actually had just this idea driving home from school 
yesterday.  Except I'd planned on zero being the starting number. :)

&gt; &gt;&gt; The problem here is preserving state changes at the various "time
&gt; &gt;&gt; levels".  Consider the cimple form of two players crossing the same
&gt; &gt;&gt; ocean.  Bubba  crossed two hours ago IRL, and Boffo is crossing right
&gt; &gt;&gt; now.  If you go for the 4'th D == time, then you should be able to
&gt; &gt;&gt; move some distance in the 4th D and find Bubba still crossing the
&gt; &gt;&gt; ocean (even if you can't interact with him for obvious reasons).  
&gt; 
&gt; &gt;Well, you could always come up with some arbitrary rule which
&gt; &gt;prevents  this.  Say that due to the laws of physics/magic, you can
&gt; &gt;only travel in  time in 100 year intervals.  And each universe is
&gt; &gt;moving forward in time  at the same rate.  So in the year 101, you
&gt; &gt;could go back to the year 1,  but in the year 102 you could only go
&gt; &gt;back to year 2.
&gt; 
&gt; So, after sufficient time has passed in the game, shouldn't you be
&gt; able to see Bubba passing there 100 years ago?  There are other forms
&gt; of this question you'll also need to account for.

Heh, okie, increase the time differential.  Say about 1,000,000 years. :)

&gt; 
&gt; &gt;It would take a rather determined player to prove your universe 
&gt; &gt;inconsistent. :)
&gt; 
&gt; You'd be surprised.
&gt; 

If anybody sat down after one million years of game-time and complains 
that he didn't see his friend Bubba go by, I might just swear him to 
silence and give him an immort.  (Such a dedicated player. ;)

Michael Hohensee

&gt; -- 
&gt; J C Lawrence                           Internet: claw#null,net
&gt; (Contractor)                           Internet: coder#ibm,net
&gt; ---------------(*)               Internet: clawrenc#cup,hp.com
&gt; ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
&gt; 
&gt; 

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<li><strong><A NAME="00954" HREF="msg00954.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>
<ul compact><li><em>From:</em> Ling &lt;K.L.Lo-94#student,lut.ac.uk&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Rooms, 3D arrays, etc.</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00855" HREF="msg00855.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
RHS Linux User <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Wed 28 May 1997, 01:29 GMT
<UL>
<LI><strong><A NAME="00892" HREF="msg00892.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Wed 28 May 1997, 20:57 GMT
<UL>
<LI><strong><A NAME="00968" HREF="msg00968.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 01 Jan 1970, 08:11 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00912" HREF="msg00912.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 29 May 1997, 04:47 GMT
<UL>
<LI><strong><A NAME="00935" HREF="msg00935.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Fri 30 May 1997, 03:50 GMT
<UL>
<LI><strong><A NAME="00954" HREF="msg00954.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Fri 30 May 1997, 22:59 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00798" HREF="msg00798.html">Re: [MUD-Dev]  Rooms, 3D arrays, etc.</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 26 May 1997, 05:47 GMT
</LI>
<LI><strong><A NAME="00804" HREF="msg00804.html">Re: [MUD-Dev]  Rooms, 3D arrays, etc.</A></strong>, 
Raz <a href="mailto:muddyraz#mushroom,demon.co.uk">muddyraz#mushroom,demon.co.uk</a>, Mon 26 May 1997, 11:10 GMT
<UL>
<LI><strong><A NAME="00836" HREF="msg00836.html">Re: [MUD-Dev]  Rooms, 3D arrays, etc.</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 27 May 1997, 16:43 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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