1997Q2/
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<H1>Re: [MUD-Dev]  Room-based vs. coordinate-based</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]  Room-based vs. coordinate-based</LI>
<LI><em>From</em>: Nathan Yospe &lt;<A HREF="mailto:yospe#hawaii,edu">yospe#hawaii,edu</A>&gt;</LI>
<LI><em>Date</em>: Tue, 3 Jun 1997 00:48:57 -1000</LI>
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<PRE>
On Mon, 2 Jun 1997, Jeff Kesselman wrote:

:At 09:00 PM 6/2/97 PST8PDT, you wrote: (Who was this, anyway? ashen?)
:&gt;
:&gt;Hello.
:&gt;
:&gt;I have some questions regarding a room-based vs. a coordinate-based MUD
:issues.
:&gt;
:
:Well, they aren't necessarily mutually exclusive...
:
:I do both.  A "room" based system (really a N deep hirearchical tree of
:containers) where there is a coord system inside of each "room".
:
:JK

I've also done well with a fusion of both. The distinction is primarily in
how descriptions are presented, and in the fact that you are "contained"
in a room, with discreet -player-visable- boundaries. This does not mean
you cannot blow down the walls, and even roof and floor, for that matter,
of a room... though I don't think you'll be able to remain in the room if
you do that... but the output will always be presented with the assumption
that you are looking around in all directions. Fields, on the other hand,
direct your attention to where you are facing. Null-G fields are a bit
trickier... you no longer have an "up" and "down" to orient around, or a
ground to refer to. All of these, along with the other varients on a
locality, have coordinate systems internal to their operation. Some are
simple... the coordinate system of a bag is often negligable, and the
generic bag does, in fact, ignore it altogether. The coordinate system for
an exposed locality... the top of a bench or bed, for example, or the bed
of a pickup truck... might be a little more complex, but not by much. Each
locality remembers a list of its contents. Actual positions are checked
off of that list, which uses a polar transformation and spherical
approximation for most collision detection. With text, that works quite
well. I use the 1/3 torsal approximation for the sphere of a human. I have
minispheres for the individual parts of the body. 

   __    _   __  _   _   ,  ,  , ,  
  /_  / / ) /_  /_) / ) /| /| / /\            First Light of a Nova Dawn
 /   / / \ /_  /_) / \ /-|/ |/ /_/            Final Night of a World Gone
Nathan F. Yospe - University of Hawaii Dept of Physics - yospe#hawaii,edu


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<LI><STRONG><A NAME="01079" HREF="msg01079.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></STRONG>
<UL><LI><EM>From:</EM> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Combat and Roleplay</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01206" HREF="msg01206.html">Re: [MUD-Dev] Combat and Roleplay</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 04:37 GMT
<UL>
<LI><strong><A NAME="01231" HREF="msg01231.html">RIME/Fido nolstalgia</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Fri 06 Jun 1997, 18:12 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="01170" HREF="msg01170.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 06 Jan 1970, 14:33 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01079" HREF="msg01079.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 03 Jun 1997, 11:36 GMT
<UL>
<LI><strong><A NAME="01090" HREF="msg01090.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 04 Jan 1970, 20:58 GMT
</LI>
<LI><strong><A NAME="01089" HREF="msg01089.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Tue 03 Jun 1997, 17:42 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01110" HREF="msg01110.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 04 Jun 1997, 01:59 GMT
<UL>
<LI><strong><A NAME="01148" HREF="msg01148.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Wed 04 Jun 1997, 20:48 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01180" HREF="msg01180.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Thu 05 Jun 1997, 12:15 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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