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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:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Thu, 05 Jun 97 14:41:13 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;<A HREF="msg01177.html">3.0.32.19970604221304.00a03024#mail,tenetwork.com</A>&gt;, on 06/05/97 
   at 08:07 AM, Jeff Kesselman &lt;jeffk#tenetwork,com&gt; said:

&gt;At 08:20 PM 6/4/97 PST8PDT, Chris Lawrence wrote:

&gt;&gt;The approach which I'm currently moving towards is somewhat related to
&gt;&gt;this:
&gt;&gt;
&gt;&gt;The entire world lies within a single coordinate system  (32bit cube).
&gt;&gt;
&gt;&gt;Domains within that global coordinate system are marked off as being
&gt;&gt;"units".  A domain is defined as a 3D space as deliniated by a matrix
&gt;&gt;of coordinates. Typically this means a cuboid space (eg a rectangular
&gt;&gt;building). 

&gt;This sounds alot like an Octree . Are you familair with the data
&gt;structure?

Yup, an oct tree is just a 3D version of a quadtree.  Nope, this isn't
an oct tree, and really bears no relationship to an oct tree.  

Reasons:

  The arrangement of domains has no logical order within the
coordinate system.  The only reuirement is that the lumps in a domain
cannot overlap.

  Different domains however can overlap (ie occupy the same coordinate
space), something which is not allowed within an oct tree.

  A domain can consist of several lumps, and while lumps are usually
cuboid, quite often they are L-shaped, V-shaped, W-shaped, or other
more complex forms.  By definition the sub-divisions in an oct tree
are cuboid.

This is a much more general form.  There is really no implicit order
or reasoning to the subdivision of a coordinate space into domains. 
In fact, within fairly loose limits, I consider sub-domains to exist
in parallel with the domains they are defined in.  Thus:

 +--------------------------------------------+
 |                                            |
 |                                            |
 |           33333333                         |
 |      A    3333C333C    B                   |
 |           33333333                         |
 |   1111111444433333            2222222222   |
 |   1111111444433333            2222222222   |
 | O 111P1114Q44R3S33T   U       2222V22222WX |
 |   1111111444433333            2222222222   |
 |   11111111111                 2222222222   |
 |   11111111111                 2222222222   |
 |                                            |
 +--------------------------------------------+

Where the outer box is the global domain, '1' is domain #1, '2' is
domain #2, '3' is domain #3, and '4' is where domains '1' and '3'
overlap.

The player at A could walk to B without ever passing C.  Similarly for
B in reverse.  However B could walk in the same direction as A, and
would suddenly meet and join A on his way to B at C.

Given: O is in the global domain, P in in #1, Q is in #1, R is in #3,
T is in the global domain, and U is in #2.

O can see only T U W and X clearly.  

If O walks east to X he will pass T U and W.  If P starts walking west
at the right moment he'll pass Q and join O at R.  S would join O at
T.  P would not see S until they met at T.  etc.

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


</PRE>

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<LI><STRONG><A NAME="01177" HREF="msg01177.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] Death</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01272" HREF="msg01272.html">Re: [MUD-Dev] Death</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 10 Jun 1997, 07:45 GMT
</LI>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="01205" HREF="msg01205.html">Lorry's document on wizard-hood</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 07 Jan 1970, 07:37 GMT
<LI><strong><A NAME="01197" HREF="msg01197.html">Another Introduction...</A></strong>, 
Travis S Casey <a href="mailto:casey#nu,cs.fsu.edu">casey#nu,cs.fsu.edu</a>, Wed 07 Jan 1970, 02:09 GMT
<LI><strong><A NAME="01177" HREF="msg01177.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, 15:20 GMT
<UL>
<LI><strong><A NAME="01209" HREF="msg01209.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 05:08 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01165" HREF="msg01165.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 05 Jun 1997, 09:05 GMT
</LI>
<LI><strong><A NAME="01192" HREF="msg01192.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>, Thu 05 Jun 1997, 21:47 GMT
<UL>
<LI><strong><A NAME="01215" HREF="msg01215.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 06:11 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01225" HREF="msg01225.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 12:30 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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