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>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Tue, 3 Jun 97 08:21:02 MST</LI>
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<PRE>
[Alex O:]

Brings up the topic of room-based versus co-ordinate based representations.

My surface thinking on this has been that a given set of co-ordinates
will define a room, and that within that room things are room-based.
The coords could also define a building of several rooms, etc. This
is sort of a cop-out on my part, but it seems to be a way to get some of
the advantages of both systems. If I can get some of the advantages of
the coord system without having to do all of the proximity stuff for all
of the commands, I'll take that cheat!

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

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<li><strong><A NAME="01152" HREF="msg01152.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01188" HREF="msg01188.html">Re: [MUD-Dev]  Computers can't....</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 05 Jun 1997, 12:47 GMT
<LI><strong><A NAME="01172" HREF="msg01172.html">Re: (fwd) DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 05 Jun 1997, 11:36 GMT
<LI><strong><A NAME="01151" HREF="msg01151.html">Re: [MUD-Dev]	The Lessons of Lucasfilm's Habitat</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 04 Jun 1997, 21:47 GMT
<UL>
<LI><strong><A NAME="01241" HREF="msg01241.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 07 Jun 1997, 04:25 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01098" HREF="msg01098.html">Re: [MUD-Dev]	Room-based vs. coordinate-based</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 03 Jun 1997, 21:39 GMT
<UL>
<LI><strong><A NAME="01152" HREF="msg01152.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 05 Jun 1997, 00:05 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01330" HREF="msg01330.html">Re: [MUD-Dev]	Room-based vs. coordinate-based</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 16 Jun 1997, 21:48 GMT
</LI>
</UL>
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<LI><strong><A NAME="01085" HREF="msg01085.html">Re: [MUD-Dev]  The reality of constant combat??</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 03 Jun 1997, 13:37 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01106" HREF="msg01106.html">Re: [MUD-Dev]  The reality of constant combat??</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 04 Jun 1997, 01:30 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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